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Acmlm's Board - I2 Archive - - Posts by subanark |
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subanark Newcomer Level: 3 Posts: 1/3 EXP: 56 For next: 72 Since: 07-06-05 Since last post: 62 days Last activity: 5 days |
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What powerups can we require/expect the player to have? What might be an fair cave after you have 20 hears and all powerups might be unfair if you just have 3 hearts and not even a sword. Also what side will the entrance/exit be? Will the player drop from the floor above? Can the player exit down to the floor below? Can we have dialog? Could we make one of those horrible push block puzzles? Can we make the room dark? How do we submit our room? A description with a screen shot? Or a map file/ips from hyrule magic? |
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subanark Newcomer Level: 3 Posts: 2/3 EXP: 56 For next: 72 Since: 07-06-05 Since last post: 62 days Last activity: 5 days |
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You can use the emulator's OAM and tile viewer to rip the graphics. if you can correctly identify the start of the graphics block you might be able to use gfx2gba to translate a bitmap into the format they want (might require some pointer changes and choosing the correct options). I did this to change the capcom logo on MMBN3. |
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subanark Newcomer Level: 3 Posts: 3/3 EXP: 56 For next: 72 Since: 07-06-05 Since last post: 62 days Last activity: 5 days |
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Often if I want to find something I just hack in a hashtable into the emulator so that memory values that are read from ROM are printed out the first time they are read, this allows me to wander around some area for a while, ignoring the output, and then enter a new area and record the data there. This filters out stuff like sound output, which I can usually find some entrypoint into the level data for that room. I have never found tracing very effictive. I have only done hacking with the gba though, so Im not sure if its a different story for other platforms (although Im sure you can do something similar). |
Acmlm's Board - I2 Archive - - Posts by subanark |