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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Update to Metroid Zero Mission(includes level data format) | |
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Jigglysaint

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Posted on 08-16-04 04:55 AM Link | Quote
Well thanks to a little help in the chat room, I was able to figure out the level format for Metroid Zero Mission. Apparently, this game is nowhere near as comperssed as Super Metroid, and actually has a few things that makes it easier to make levels.

First of all, like in Super Metroid, the data areas are seperated into 2 areas(both in the same room capsule). First comes the clip bytes. It looks as if it uses a simple RLE with a couple variations involved. Now what's simple, and partly the reason why nobody could find the object data before, is because the byte determines what happens. 10 is a solid object, and some others are other things. Everything from super missile blocks to...well, super missles themselves are added in this fashion. Since many of the blocks do not re-appear even after leaving a room, this means that standard pickups, like energy tanks and power bombs, are just graphics on top of a clip byte. This goes the same for hidden items, but does NOT include the statues that give special items(they are sprites).

As for graphics that go on top, it's a bit confusing, but easily figured out. There is a special RLE type encoding that first tells you how many blocks to draw, then what type they are. blank spaces are drawn with just a simple length byte, followed by 00, which is a blank tile. The data should be easy to figure out.

Last, are the enemies for the room. I think depending on some other factor, it determines what enemies are in the room. For now, I can't change the long beam statue because it doesn't seem to have the same enemy bank affixed to it as regular enemies. There are 3 bytes, 2 of which are location, and the last is type. Before the clip bytes, and before the graphics bytes are a couple values that determine the scroll. I think the X axis is basically X + 13, and Y is usually X + 0E, but it's varried.

So, somebody whip up a level editor now, this is almost too easy for a Metroid game.
interdpth

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Posted on 08-17-04 11:36 AM Link | Quote
Jiggly in as straight as a way I can I say I love you.
Jigglysaint

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Posted on 08-17-04 10:01 PM Link | Quote
I guess the Gameboy Advance is now ffically my GameBitch Advance.

Like I said, hurry up and get an editor going, although when it comes to decompressing graphcis I can't really help there.
Dart Zaidyer

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Posted on 08-19-04 08:27 PM Link | Quote
What about shrouds (fake areas of tiles that fade out when Samus goes under them) and auto-map data? I don't think an editor should be without those. *cough*SMILE*cough*

What about adding extra rooms to the game? It's possible in Super Metroid if you know what to do...
Kagerato

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Posted on 08-20-04 02:27 AM Link | Quote
I'm really, really tired of your worthless feature requests for any and all romhacking tools. Likewise with data.

If you want it, do the work yourself!

It's as if you think you gain something (or even worse, that you help someone) by making a moronic suggestion everytime someone posts their findings or accomplishments. You discredit everyone else by acting like they can't figure out what is left to be done.
Kyoufu Kawa
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Posted on 08-20-04 02:30 AM Link | Quote
Well aren't you being pissed tonight, Kagerato. Don't try replying cuz I'm not listening. In fact, I'm gone for the night. You should get some sleep too, mister.
MathOnNapkins

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Posted on 08-20-04 04:01 AM Link | Quote
Hey, don't chastize Kagerato for speaking the truth, Kawa. There are FAQs on how to not ask dumb questions. There should be FAQs on how to not make dumb comments.
Jigglysaint

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Posted on 08-20-04 07:03 AM Link | Quote
Anyway, I haven't figured out what makes the shroud, but my guess is that it's on a seperate layer like some background objects are. I need to make a list of all the clip data. The very good news is that unlike Super Metroid, all of the data is added via a 1 byte value, and this includes items other than main ones. Finally, a way to get that blasted 10th power bomb tank!
SePH

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Posted on 08-27-04 07:08 PM Link | Quote
With all that useful data, an editor would be a great idea. However I doubt everyone will do it, since most people seems occupied with other projects. But, It would be impressive to edit a GBA game, then flash it using a flash cart and play the hack on the GBA screen. Talk about a cool feature.
Jigglysaint

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Posted on 08-27-04 09:25 PM Link | Quote
Not to mention bug all the people on gamefaqs when you brag about getting the 10th power bomb tank(which doesn't exist).
Koroc

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Posted on 08-27-04 10:43 PM Link | Quote
Originally posted by Jigglysaint
Not to mention bug all the people on gamefaqs when you brag about getting the 10th power bomb tank(which doesn't exist).


Except that almost no one uses that board in Gamefaqs anymore...

They have 3 pages of topics on a good day, and at least 2 pages of them have not been posted in for more than 4 days..
Squash Monster

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Posted on 08-27-04 10:50 PM Link | Quote
I'd love to make an editor for this game, but I only have enough time to program, not enough to go hunt down the specifics of the data.
Dart Zaidyer

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Posted on 08-28-04 03:03 AM Link | Quote
It would certainly be fun to work on MZM. I, for one, would really like to mess with the order of the game and make the Full-power suit and Gravity Suit more useful. (This game really needed a Maridia type area...)
Has anyone figured out door data, or is investigating it?
Jigglysaint

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Posted on 08-28-04 09:40 PM Link | Quote
Nope, door data has been cracked by myself.

How about people give me a list of data that is needed to make a basic level editor, and I'll try to find some data on it? So far there's level data and sprites(which is a part of the level data like in the first metroid), and door data. I still need to find the map data, and things like events and stuff.
Dart Zaidyer

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Posted on 08-30-04 03:39 AM Link | Quote
For a really basic editor, I'd suggest the following:
-Level data including scroll limits, BG music, and size, if applicable
-Enemy data
-Door data
-Automap data
-Liquid layer data

That will allow you to do a decent hack until the more complex things are done.
Is there any way that brand new rooms can be created, as it is possible with Super Metroid? Or is it not that simple?
Jigglysaint

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Posted on 08-30-04 06:36 AM Link | Quote
Okay, well I found the room header data, which is right after door data. As for liquid layers, I am not sure how it works, but my guess is it's a different layer. No idea how the effects are added though.

As for automap data, I haven't found it yet, but I'll keep trying.

Well apparently the room header data is the exact thing from the other thread. I also noticed that with the addresses given, just knock off the 08 and you have the offset. This might be because pointers are 4 bytes, and the last byte is always 08.


(edited by Jigglysaint on 08-30-04 03:24 PM)
Dart Zaidyer

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Posted on 09-02-04 01:45 AM Link | Quote
Just to keep the ball rolling, here, has there been much more figured out yet?
Jigglysaint

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Posted on 09-02-04 08:48 AM Link | Quote
Yes, I have located the automap data. The good news is that it's the same format as in super metroid, except that instead of the map you download being seperate(except for the first map), all hidden areas(green) stay hidden and I suppose that all blue areas are revealed. The bad news is that the data seems to be compressed, as altering one map piece seems to alter data in other areas on the map.

I think I already mentioned that I figured out how to add a layer of water/acid/ect in a room. Of course more data needs to be examined, but it's comming along well.

I'm also creating a mini hack that already has you getting the super missles first(causing you to be unable to get the charge beam for a little while), and will feature hidden items, and maybe hidden rooms in new areas with items or somthing. Not a big change though.
Dart Zaidyer

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Posted on 09-02-04 09:48 AM Link | Quote
Interesting stuff, but I'm a little bothered by that Automap data compression. Hopefully it won't be a bitch to figure out.
Other than that though, cool... a demo hack would really help put into perspective what's possible. Maybe you could even give out the Fully Powered Suit before it's time and see what happens!
Jigglysaint

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Posted on 09-02-04 09:40 PM Link | Quote
I doubt it. Since the fully powered suit is an event, and not an item, it means you would still have to go to the chozo ruins. Actually, I did. I made it so I got power bombs early, then got to the areas below the glass tube and use another cheat to allow me to clime the walls. I did the whole stelth thing with only the long beam, bombs, missles and super missles and the first suit. No high jump or power grip. What this means is that when I beat the orb thing, I got my fully powered suit, looked like I have gravity, but none of the powerups were activated. This means that you still need the unknown items before getting the suit.
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