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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - Duck tales 2 | | | |
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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: 992/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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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) |
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Jigglysaint Red Cheep-cheep Level: 24 Posts: 132/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
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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 In Possession of a Stolen Shovel Level: 65 Posts: 987/2082 EXP: 2321379 For next: 14249 Since: 03-15-04 From: Texas... Yeehaw! Since last post: 2 days Last activity: 17 hours |
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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. |
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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: 994/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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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) |
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dan Snap Dragon Level: 43 Posts: 300/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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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) |
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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: 1002/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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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) |
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dan Snap Dragon Level: 43 Posts: 301/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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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 Red Cheep-cheep Level: 24 Posts: 133/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
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Odd, so basically all the upper left pieces of the block are together, then the upper right, then the lower left, ect? | |||
dan Snap Dragon Level: 43 Posts: 302/782 EXP: 534516 For next: 30530 Since: 03-15-04 Since last post: 20 hours Last activity: 14 hours |
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Yeah, basically. It's similar to the TSA in SMB3, I believe. (at least with the world maps) | |||
Kario In Possession of a Stolen Shovel Level: 65 Posts: 1023/2082 EXP: 2321379 For next: 14249 Since: 03-15-04 From: Texas... Yeehaw! Since last post: 2 days Last activity: 17 hours |
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Oh....in that case. Good job Coby. Looks real cool. Keep up the good work. | |||
Commando125 Red Goomba Level: 11 Posts: 22/40 EXP: 4477 For next: 1508 Since: 12-24-04 From: Oregon, US Since last post: 30 days Last activity: 4 days |
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Keep up the good work. Maybe I can help | |||
BMF98567 BLACK HAS BUILT A SILLY DICE-MAZE! GO! Current list of BURNING FURY >8( recipients: - Yiffy Kitten (x2) - Xkeeper Level: 53 Posts: 551/1261 EXP: 1094149 For next: 62970 Since: 03-15-04 From: Blobaria Special Move: Rising Meatloaf Backhand Combo Since last post: 21 hours Last activity: 1 hour |
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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 Hammer Brother Again... :P Level: 49 Posts: 189/1091 EXP: 880818 For next: 3065 Since: 03-15-04 Since last post: 5 hours Last activity: 3 hours |
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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 Level: 55 Posts: 1003/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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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) |
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Jigglysaint Red Cheep-cheep Level: 24 Posts: 134/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
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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 Level: 55 Posts: 1005/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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Sorry, I thought I had already posted the offset It's $10010 and I have no idea where it ends as of now. |
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Jigglysaint Red Cheep-cheep Level: 24 Posts: 135/215 EXP: 76907 For next: 1218 Since: 03-17-04 Since last post: 7 days Last activity: 3 days |
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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 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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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. |
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Mega-Dog Level: 20 Posts: 71/139 EXP: 40051 For next: 2388 Since: 03-15-04 From: Minnesota Since last post: 8 days Last activity: 4 days |
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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... |
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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: 1075/1371 EXP: 1240774 For next: 73415 Since: 03-15-04 From: Belgium Since last post: 2 days Last activity: 9 hours |
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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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