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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Looking for documentation | |
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Steak

Zora
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Posted on 12-18-04 08:02 AM Link | Quote
And I know it's out there...just can't find it.

I'm looking for some Metroid 1 data. Specifically, I'm looking for which offsets control which room an item is put in. There's enough hacks of this game that this data has to be out there, somewhere. Does anybody here know what I'm looking for, or where it can be found? Thanks.
Chickenlump

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Posted on 12-18-04 08:42 AM Link | Quote
=============================================================
by Jay McGavren



The map data, starting above the upper-leftmost screen in Brinstar and advancing from left to right, top to bottom. 270F is the leftmost screen in the area where you start the game. Each byte represents one of about 40 preset screens (a new screen set is loaded whenever you go up/down an elevator). The value FF signifies an inaccessible area - these can be made accessible by changing the byte to a value corresponding to a preset screen. 2590-292D


Note data for the title screen theme; each byte represents the pitch of the note played. 3012-?????

Brinstar's preset screen data. Each object in the room is represented by 3 bytes: color, location, and preset object number. FD signifies the end of object data and the start of door/enemy data for that room. Doors are represented by "20 XX" where XX determines whether the door is on the left or right side of the screen, and what type it is. Enemies are represented by 3 bytes: an unknown byte, enemy type, and location. FF signifies the end of a room's data.
=============================================================


Posted on 12-31-02 04:41 AM

Originally posted by GAMEBOY 64Umm... I'm gona taking one good shot....umm,ASM Hacking?



Uhh I know there is a game gennie code to have a space jump effect where you can jump in mid air.

Originally posted by ImajinNow theres a good guess

I want to move items more freely, from area to area and such.



OK! If you move an item do a compare.

There is like 5 bytes representing an item. But always at the start is the Rom HEX code.

1 byte represents The Y cordinate
1 byte represents XY cordinate on the screen
1 byte represents item.

This info is Exclusive By Mega-Dog and I did this first:

Mari Mari Item Set:
643A : 0E - X Cordinate Of Set
643B : 39 - Unknown
643C : A4 - Unknown
643D : 02 - Y Row For 1st Item
643E : 06 - Unknown
643F : 02 - Unknown
6440 : 04 - Type 1st Item (See List Below)
6441 : 96 - XY Cordniate On Screen
6442 : 00 - Unknown
6443 : 09 - Y Row For 2nd Item
6444 : FF - Unknown
6445 : 02- Unknown
6446 : 08 - Type 2nd Item (See List Below)
6447 : 12 - XY Cordniate On Screen
6448 : 00 - Unknown
6449 : 12 - Unknown

Item List (By Hex Code)
00 : Bombs
01 : High Jump Boots
02 : Long Beam
03 : Screw Attack
04 : Mari Mari Ball
05 : Vira
06 : Wave Beam
07 : Ice Beam
08 : Energy Tank
09 : Missle Container
=============================================================
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