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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 - Kirby's Adventure Editor? | |
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Toadeeboy
Banned for being a flaming jackass, thinking he could get away with it by stating he's only doing it in his last post.
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Since: 03-15-04
From: Inside Paper Mario

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Posted on 03-20-04 03:39 AM Link | Quote
Is there an editor for Kirby's Adventure, or at least some way to edit it and make a hack of it? I heard somewhere it was possible...

(Sorry if this is spam)
Keitaro

Iron Knuckle
ウラシマ ケイタロウ
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Since: 03-15-04
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Posted on 03-20-04 03:47 AM Link | Quote
well, it's not spam. But it has been asked a few times on the old board. But since we started over, you probably had no way of knowing

The data is compressed...basically, it would take alot more work than most people are willing to do right now to figure out and code somthing to work with it. So to answer your question, pretty much no for the most part. Someone posted somthing about changing a pallet or enemy or somthing a while back...I completly forgot who it was though
Chickenlump

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Since: 03-15-04
From: Columbia City Indiana

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Posted on 03-20-04 04:02 AM Link | Quote
I found this by King Koopa, I hope it's for the correct Kirby game.
-------------------------------------------------------------------------------------------

Kirby's Adventure




Change What?
Where in the HEX Editor?
Level Layout
???
The Color values are at the beginning of
the ROM, it just looks like it's in BIG Chuncks. Mess around with it, you'll
get it
Beginning of ROM
Color of Clouds (for instance)
210
Ground Color
710
Enemies (something cool)
after 24A90
Enemies at beginning of First Level
24ABB + 24ABC
*Weird* Level Data
26010
Something cool (eye forget - heehee)
Around 18D00 or 18E00A
Hmmmmmm.......
24000


This Kirby HEX info is pretty much here to head you in the right
direction.

Eye just spend a day trying to find some info, and this is what eye
found.

Info found by King Koopa

-----------------------------------------------------------------


(edited by BMF54123 on 03-19-04 11:42 PM)
(edited by BMF54123 on 03-19-04 11:48 PM)
Keitaro

Iron Knuckle
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Posted on 03-20-04 04:03 AM Link | Quote
THAT was the data I was refering too but um, did you have to post that whole big table?
Chickenlump

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Posted on 03-20-04 04:05 AM Link | Quote
Yes. Yes I did.

Sorry bout that, I'm no good with html, didn't think it would turn out quite like that....heh
Toadeeboy
Banned for being a flaming jackass, thinking he could get away with it by stating he's only doing it in his last post.
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Since: 03-15-04
From: Inside Paper Mario

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Posted on 03-20-04 05:04 AM Link | Quote
Only problem is, I don't know how to edit hex....
Keitaro

Iron Knuckle
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Since: 03-15-04
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Posted on 03-20-04 05:10 AM Link | Quote
well now that's unfortunate, isn't it you might want to try opening a hex editor and punching in some numbers. Simple as that, really.
Chickenlump

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Posted on 03-20-04 05:26 AM Link | Quote
It's so easy, it hurts. Offsets are locations within the file.
Every hex editor ever made (ever) has an option to jump to, or go to address.
There you type in the address or paste it in.

http://www.romhacking.com/docs/general/misc/HexLesson.zip

http://zophar.net/tech/files/hexhack.doc

If you download these, and read all the way through them, you will know the basics of hex editing. If you read these, and experiment a little, it should all become clear. EASILY.
If it doesnt (even after experimentation) then perhaps romhacking isn't for you. Or you can just be one of 'those' romhackers that rely on people's editors. Editors are ok, but there is no replacing a hex editor for any good romhacker.



(edited by Chickenlump on 03-19-04 08:26 PM)
Jigglysaint

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Posted on 03-20-04 08:48 AM Link | Quote
Wait, do you mean the NES or the snes version? The offsets, one of them is too large to be for the NES game.
kitty
Come on babe, pet the pussy ;)
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Since: 03-15-04
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Posted on 03-20-04 08:50 AM Link | Quote
FYI: Don't copy HTML directly from a webpage editor (EVER!)

line breaks in normal HTML are not decoded but, in Acmlm's board where enter creates a new text field, line breaks are turned into a <br> tag and it causes MASSIVE post stretching!

Also, many other table errors can occur. Play it safe and keep it simple!


(edited by Yiffy Kitten on 03-19-04 11:50 PM)
Chickenlump

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Posted on 03-20-04 08:56 AM Link | Quote
Ah. Sorry bout that again. It's probably in the board FAQ that I should have read more carefully. Thanks.
dan

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Posted on 03-20-04 02:48 PM Link | Quote
From what I've heard, Kirby's Adventure on the NES is compressed using RLE. So working out the compression shouldn't really take that long to do.
Mega-Dog

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Posted on 03-20-04 05:52 PM Link | Quote
I tried looking and found almost didily...but I think I did find some kind of data...I tried hacking it almost 1 year ago.
Imajin

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Posted on 03-20-04 06:45 PM Link | Quote
I'v ehard it's compressed in the same way as Kirby Super Star, which I think has been documented on BMF's board..
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
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Since: 03-15-04
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Posted on 03-21-04 03:42 AM Link | Quote
If it's RLE then it should be really easy to uncompress the level data though.
Just make a program that reads the first byte, and outputs the second byte that many times.

Like that
Level data:
0A 0A 0A 0A 0B 0B 0B 0C 0D 0D = 10 bytes
Would become
04 0A 03 0B 0C 02 0D = 7 bytes

As you can see, the compression isn't all that good though, except for very repetive stuff like very plain BGs and such.
So you see, your program would have to check the first byte, and then output the second byte as many times as the first byte tells you to.

Someone correct me if I'm mistaken though. :O
Jigglysaint

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Posted on 03-21-04 09:51 AM Link | Quote
Trust me, it's not RLE.
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
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Posted on 03-21-04 03:03 PM Link | Quote
Oh, ok then. Never mind my explanation then.
dan

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Posted on 03-21-04 03:26 PM Link | Quote
<Vagla> 3456- tsa data
<Vagla> 17911- unknown, x length, y length, bg chr, bg palette set, enemy chr, unknown, enemy palette set?
<Vagla> 0x[string of length x+1] = Uncompressed blocks
<Vagla> 2xid = RLE of length x+1 with id id.
<Vagla> 4xi1i2 = RLE half-word of length 2+(x*2) with ids i1 and i2
<Vagla> 6xid = RLE string of length x+1, where all blocks add 1 to the ID to get their value
<Vagla> 8x??ll = place x+1 blocks, followed by an unknown byte, and grab these blocks from ll+1 (length) blocks ago
<Vagla> E4llid = RLE of length xx+1 with id of id

I'm pretty sure that says RLE right there.
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
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Since: 03-15-04
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Posted on 03-21-04 04:03 PM Link | Quote
Originally posted by dan
3456- tsa data
17911- unknown, x length, y length, bg chr, bg palette set, enemy chr, unknown, enemy palette set?
0x[string of length x+1] = Uncompressed blocks
2xid = RLE of length x+1 with id id.
4xi1i2 = RLE half-word of length 2+(x*2) with ids i1 and i2
6xid = RLE string of length x+1, where all blocks add 1 to the ID to get their value
8x??ll = place x+1 blocks, followed by an unknown byte, and grab these blocks from ll+1 (length) blocks ago
E4llid = RLE of length xx+1 with id of id

I'm pretty sure that says RLE right there.

So it's RLE after all?
dan

Snap Dragon
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Posted on 03-21-04 04:19 PM Link | Quote
That could be TSA data, or the actual level data. I was often given snippets like that whilst in DES.
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