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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Duck tales 2 | |
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Darth Coby

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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 12-27-04 02:39 AM Link | Quote


That's what I've edited so far, I've also found the data for the title screen and such but the level data seems to be compressed, does anyone know what compression it uses? Also, how would I go and find the decompression routine? I'm fairly new to NES hacking but I'm learning it :o


(edited by Coby on 12-26-04 05:40 PM)
(edited by Coby on 12-26-04 05:40 PM)
Jigglysaint

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Posted on 12-27-04 05:13 AM Link | Quote
Could you give an offset of data you think is compressed? It shouldn't be, but rahter what's happening is that the byte you are changing is the TSA data, not the level data.
Kario

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Posted on 12-27-04 05:30 AM Link | Quote
Please don't take offense to these questions, I just wanted to ask:

1. Are you doing this as a personal "Can you do it" thing?

2. There is a 2? I had forgotten about Duck Tales 1, didn't even know there was a two.

3. What did you change in those screens? I have never seen the game before, so to meet it looks like a preview for a game that was never released.
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
Level: 55

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Since: 03-15-04
From: Belgium

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Posted on 12-27-04 01:04 PM Link | Quote
Jigglysaint: I haven't really tracked down that data yet, but I guess you're right because I was looking at the nametable and searching for those bytes in that order. How would I go and find them in the ROM?
Edit 2: Actually level 1 starts at $10010 - ?? (That's Niagara falls btw). I haven't figured out the format though, because if I change just a few bytes whole rows are messed up :o

Kario:
1) Yeah, up until now it's just to learn and stuff
2) Yep, as you can see from the screens, there is a two :p
3) In the first screen I changed


(edited by Coby on 12-27-04 04:08 AM)
(edited by Coby on 12-27-04 04:29 AM)
(edited by Coby on 12-27-04 04:29 AM)
(edited by Coby on 12-27-04 04:31 AM)
dan

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Posted on 12-27-04 06:36 PM Link | Quote
My guess is that the offset you said wasn't actually level data, but some kind of pointer. The data after it definitely looks like a pointer table.

Edit -

Well I found some TSA data. The TSA bytes for each blocks aren't beside each other in the ROM, but they are $100 bytes apart:

1029A + 1039A - That's part of the TSA of the empty background on the niagara falls stage.

1049F - Part of the attribute data possibly.


(edited by dan on 12-27-04 09:50 AM)
(edited by dan on 12-27-04 09:57 AM)
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 12-27-04 10:56 PM Link | Quote
So what you're saying is that the blocks are each 100 bytes apart?
EDIT: To make myself more clear
You mean that - on an x/y grid - Block(0,0) and Block(0,1)are each 100 bytes apart? Hmm, I'm not home and I won't be home before wednesday evening so I can't try this out yet


(edited by Coby on 12-27-04 02:17 PM)
dan

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Posted on 12-28-04 12:33 AM Link | Quote
No, the TSA of each block are $100 bytes apart. The TSA is the 8x8 tiles that make up the 16x16 or 32x32 (not sure which they are in Duck Tales) blocks.
Jigglysaint

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Posted on 12-28-04 02:08 AM Link | Quote
Odd, so basically all the upper left pieces of the block are together, then the upper right, then the lower left, ect?
dan

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Posted on 12-28-04 02:37 AM Link | Quote
Yeah, basically. It's similar to the TSA in SMB3, I believe. (at least with the world maps)
Kario

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Posted on 12-28-04 08:23 AM Link | Quote
Oh....in that case. Good job Coby. Looks real cool. Keep up the good work.
Commando125

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Posted on 12-28-04 12:21 PM Link | Quote
Keep up the good work. Maybe I can help
BMF98567
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Posted on 12-28-04 04:27 PM Link | Quote
The level data could very well be compressed. The ROM is only 128K, the same size as the first game, yet it has more/bigger levels.
Xkeeper 2.0

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Posted on 12-29-04 01:36 AM Link | Quote
Interesting, Coby... If this becomes a full hack, will you be doing any graphics editing?
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 12-30-04 02:23 AM Link | Quote
Commando125: As stated before, I'm doing this just to see what I can do and learn from it, it might someday expand to a full hack, but until then I'm doing this on my own.

Skateboarder11: IF (Note boldness and caps) this becomes a full hack (wich is perfectly possible) then I guess there will be some new graphics, yes

BMF54123: Do you have any idea if the first duck tales used compression? Because if so then I guess they'd probably reuse it, no? I'll check into that more tonight, home sweet home

Edit:
Ok, after poking around a bit with the first three bytes of the Niagara falls I'm 100% sure the levels are compressed, try adding $01 to the first byte (making it $0B) you'll see what I mean. All sorts of parts of the level are changed. Now, how would I go and figure out how to compress/decompress them?


(edited by Coby on 12-29-04 05:59 PM)
Jigglysaint

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Posted on 12-30-04 03:26 AM Link | Quote
Offsets? Perhaps I might be able to help.
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 12-30-04 04:01 AM Link | Quote
Sorry, I thought I had already posted the offset
It's $10010 and I have no idea where it ends as of now.
Jigglysaint

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Posted on 12-30-04 06:21 AM Link | Quote
Did you check to see if they are pointers? It looks so, but I am unsure. I might try somthing later to see what I find.
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
Level: 55

Posts: 1007/1371
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For next: 73415

Since: 03-15-04
From: Belgium

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Posted on 12-30-04 03:33 PM Link | Quote
Well, they seem to be pointers, because:
0A 1D
2A 9C
3A 8D
09 8E
D8 8E

Now, I'm very unfamiliar with NES pointers and all the documents I've found about NES pointers err.. Suck. :\ So, if anyone could explain NES pointers or point me to a *good* document about NES pointers.

Extra note: All the offsets I've posted are for the unheadered ROM.
Mega-Dog

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Posted on 01-13-05 06:59 AM Link | Quote
Sorry to post in an old thread but I havn't been here in a while. As far as I know the data is not Compressed. I did start working on an editor for this game and gave up after a while. The tile data was too scrambled around for me to make sense.

If you did work hard enough you will find it all...
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
Level: 55

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Since: 03-15-04
From: Belgium

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Posted on 01-29-05 02:36 AM Link | Quote
Hmm, sorry for the big bump (hey it's not older than 1 month! )
You say the data is not compressed, but it looks like the level exists out of 21 bytes or something. Because only 21 bytes seemed to have an effect when edited.

This is all I have up until now, I put this project aside for a while now.

Title screen (Press start): 0x00F567
Copyright screen: 0x00F4FE
Status bar: 0x00F9C3
Niagara falls: 0x10010 - 10025
Starting lives: 0x01C118
Starting energy: 0x01C109
$ amount from small diamonds: 0x01D3D9 (amount x 1000)



Data at 0x010010:
0A 1D 2A 9C 3A 8D 09 8E D8 8E A7 8F 7A 80 7A 81 7A 82 7A 83 7A
1st byte: Vertical position of screen (higher value = higher floor)
2nd byte: Number of screen on vertical axis(?? | 1A<->21)
3rd byte: Number of screen on horizontal axis (?? | 2A<->31)
4rd byte: Also screen number O_o; (?? | 9A<->9C)
5th byte: Graphical glitches (16x16 blocks)
6th byte: Graphical glitches (16x16 blocks)
7th byte: Graphical glitches (16x16 blocks)
8th byte: Graphical glitches (16x16 blocks)
9th byte: Graphical glitches (16x16 blocks)
10th byte: Graphical glitches (8x8 blocks)
11th byte: Graphical glitches (8x8 blocks)
12th byte: Graphical glitches (8x8 blocks)
13th byte: Graphical glitches (8x8 blocks)
14th byte: Graphical glitches (8x8 blocks)
15th byte: Still untested and so is the rest because of lack of motivation.


EDIT: I also got the tables if anyone is interested :p (For the title screen and the ingame text, including the dictionary)


(edited by Coby on 01-28-05 05:37 PM)
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