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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by ^Narf^
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^Narf^
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Level: 3

Posts: 1/2
EXP: 47
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Since: 01-24-05

Since last post: 217 days
Last activity: 216 days
Posted on 01-24-05 08:38 PM, in Super Bomberman 2 Link
Hey Dudes,

This is the first game that I have attempted to hack.
I am planning on making a multiplayer map editor for it.
I have so far uncovered the area in the rom where the map data is stored and have worked out the the way that the map data is stored.

A problem that I have come across and was wondering if anyone could help me out with, stems from the way that the data for the tiles on the screen is stored.

The game stores in one byte what type of tile it wants to place( eg. normal square, unbreakable block) and in the following byte the number of squares across that that tile will span.
For example replace 05 at address 30238 with 08 and you will notice that the 3 squares in the top left corner where the player starts our now grey instead of green.

My problem is that I wish to make it possible to give the maps more variety and potentially make each square a different type of tile; I will need more space.

I only plan on making the first multiplayer level editable, but I do not want to wish to overwrite the data for the other maps which will most likely crash the game if they are selected.

At the moment the first level takes up about 1.5k.
There is about 8k of blank space right before the first multiplayer level data, which I believe will be sufficient for my needs.

If I do this I think that I will have to locate the pointer that loads the level data from the multiplayer menu and point it to the new location.

What I was wanting to know, is how I would go about locating this pointer (assuming there is one) and If my method seems to sound.

Many thanks for your time and I hope that I did not ramble to much.
^Narf^
Newcomer
Level: 3

Posts: 2/2
EXP: 47
For next: 81

Since: 01-24-05

Since last post: 217 days
Last activity: 216 days
Posted on 03-30-05 09:19 PM, in I got an idea! Link
I like the idea of a uniracers track editor, I found the location of the track data in the rom and briefly tried to make sense of it but with no luck. It seems that changing one byte can make the whole track go outta whack.
Well anyway here are the offsets for the first 5 tracks (I was too lazy to find out the exact offsets of the rest, but I believe that they are stored in sequential order in the rom)

First Level - Dragster - Race Track (1 Lap)
C0211 - C0394

Second Level - Zoom Zoo - 3 Lap track
C0395 - C1D5A

Third Level - Bowl - Stunt Course
C1D5B - C228E

Fourth Level - Switcher - Race Track (1 Lap)
C228F - C48EA

Fifth Level - Monster - 3 Lap Track
C48EB - C67F8 (Not sure about end point as do not know what track is next in list )

Well I hope its of some use.

*Edit - Oh yeah this is for the (U) version rom.


(edited by ^Narf^ on 03-30-05 11:22 AM)
Acmlm's Board - I2 Archive - - Posts by ^Narf^


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