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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by oman
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oman

Micro-Goomba
Level: 4

Posts: 1/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 09-30-05 09:31 AM, in Solomon's Key Editor UPDATE Link

Ok.. I'm working on the above editor. New screenshots at: http://rubby.ducker.org/~oman/sk/
I would have posted something sooner but the board has been broken and I haven't been able to create a new account!

As you can see I have monsters working. I have two issues to work out before I can finish up the first release.

1) I need to reverse engineer the monster drop patterns from the mirrors. I know how to choose from existing patterns (like making level 3 drop monsters like level 12) but I really want this to be editable.

2) I need to modify my rom hack so that special items only appear the first time you play the level (the normal behaviour)


The level data is stored in a "compressed" format that's basically has a few variable length lists tacked on. Like a list of all the items in the level and where they get placed.. then a list of all the monsters. The problem with this is that there is only a specific amount of space available in the rom so there is a limit to how many items/monsters you can have in the game.

Not being satisfied with this... I've taken the rom and converted it from mapper 3 to mapper 66 to double the amount of program ROM. Then I modified the level load routines to take all of their data out of the new ROM in an uncompressed format. I have this working 100% except for the fact that special items like extra lives and such keep appearing no matter how many times you die. (makes the game easier but isn't correct

Once I have these 2 issues fixed the editor is going to be a piece of cake to finish up.

Interesting things to note:
I have figured out how the Mighty Bombjack secrets in levels 17 and 39 work. These will be editable (although they will only work in 17 and 39)
I've figured out how the Chipmunk/Rabbit bonus tiles work in 20 and 39. These will be editable also (see gamefaqs if you have no clue what I'm talking about
The princess room, Solomon's room, and the space/time page rooms will not be editable. There is special purpose code to handle the weird secrets in here and by changing the level data you're just going to break things. There is a huge multi-level handling routine that covers all the secret stuff for each level that I *could* recode from scratch but it's going to be a bunch of work and hard to make fit (especially if I'm going to add stuff)
I don't think there are any more major secrets to the game (not that I've seen from dumping all this ASM)

I think that's it.... next update probably next week since real life work has me super busy, and thanks to KingKilla for info/cluing me in to the existence of this board.

(Also.. this is the first NES anything I've ever done... if I'm doing anything in a retarded way just let me know

oman
oman

Micro-Goomba
Level: 4

Posts: 2/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 09-30-05 06:48 PM, in Anyone up for disassembling an entire game? Link

A good way to do this is to let IDA do major chunks of the disassembly automatically (starting at the locations provided in the interrupt table) then write IDC scripts that are smart enough to handle the jump tables or any other strange flow control techniques. Spending some time writing scripts for your disassembly now will save you tons of time in the future.

oman

Micro-Goomba
Level: 4

Posts: 3/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-04-05 12:04 PM, in Solomon's Key Editor UPDATE Link


Update:
Monster editing is almost 100% complete. I figured this would be the hardest part so I tackled it first. I might put out a prelim. release tomorrow if I can finish up a few things.

Check it out at: http://rubby.ducker.org/~oman/sk/sk_edit.png

(warning.. huge png file)

oman

Micro-Goomba
Level: 4

Posts: 4/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-05-05 09:31 AM, in Solomon's Key Editor UPDATE Link


http://mongo.ducker.org/~oman/SKEdit.zip

It only allows you to edit monsters right now. Load up a rom and click on the [Monsters] button. (the others don't do anything yet Once you do that you should be able to drag the monsters around and change attributes etc.


Things that suck:
Right now you can't load up the files that you have saved. The program isn't smart enough to load up files using the uncompressed data/new mapper.

You need the .net runtime. (oh well)

In other news: Tonight I figured out how the mirror drop patterns work and patched the rom so that each level can have its own drop "script". It's pretty cool when fairies pour out of the mirrors



For fun you can load up the modified rom and check out/modify the uncompressed data.
Level 1 map data is at file offset 0xc010
Level 2 is at 0xc110
Level 3 is at 0xc210 etc.

other metadata is packed in after the level data like starting location, location of the key, door, mirrors, etc.
oman

Micro-Goomba
Level: 4

Posts: 5/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-06-05 06:48 AM, in Solomon's Key Editor UPDATE Link
Is it working ok? It's in a pretty hacky state and I'm not sure if I got everything I need to fixed.

Also... does anyone know what I should do about patch files? I'd like the editor to save patch files also but I don't know know if .IPS is going to work. If I remember correctly IPS can't change the size of the rom? Am I going to have to develop something from scratch?
oman

Micro-Goomba
Level: 4

Posts: 6/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-09-05 01:09 PM, in Solomon's Key Editor UPDATE Link

Here's another update. There are still more features to add/finish up but now you can mess with a bunch more stuff.

http://mongo.ducker.org/~oman/SKEdit_2.zip


let me know about any bugs
oman

Micro-Goomba
Level: 4

Posts: 7/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-13-05 11:32 AM, in Solomon's Key Editor UPDATE Link
Originally posted by Googie
S'up Oman, here's what I found for ya's...

Image hosted by Photobucket.com


When I saved my level and went back later on, that lill menu popped out. And my ROM was 97kb, also the first level went back the default level & Dana was on toppa the screen. It's no biggie for me since I have the level in my head, hopefully this help you out with bugs.




Are you saying you tried to load the rom that you had saved with the editor? That's not going to work yet because of the way I change the rom to fit in more stuff. This will be fixed soon.
oman

Micro-Goomba
Level: 4

Posts: 8/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-14-05 07:30 AM, in Solomon's Key Editor UPDATE Link
Originally posted by Vurano
Will I be able to hack language versions of Solomon's Key? I'd like to hack the spanish translation of this game, if it's possible.



I'll look into it. Shouldn't be that hard.
oman

Micro-Goomba
Level: 4

Posts: 9/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-15-05 10:11 AM, in Solomon's Key Editor UPDATE Link

Next update is here...

new features:
You can now load up the files that you have saved.
Solomon's seal behaves correctly. You can only put them in levels 9, 13, 17, 19, 21, 29, 46, and 47. , etc.

Major bug fixed for levels 20 and 30.

get it at: http://mongo.ducker.org/~oman/SKEdit_3.zip


I think for the next release I'm just going to give the editor the ability to save and load data as xml files so we can start trading levels.
oman

Micro-Goomba
Level: 4

Posts: 10/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-16-05 02:20 AM, in Solomon's Key Editor UPDATE Link
Originally posted by Violent J
Getting ready to try it, but, xml files? Sounds kinda awkward, and I dont think it has been done before, so give it a shot!

*Tests*

EDIT: What is that mostrosity when I click Game Options!?
EDIT2: Yea thats gotta be a bug....It destroys my level
EDIT3: Also Key Covered does not work.




Ok.. the Game Options thing was a debug feature I forgot to take out. (updated the zip file and removed) I don't see any problem with "key covered" tho... seems to work fine here.

Can you describe the problem in more detail? Does it not do anything in the editor? does the change not show up in the game?
oman

Micro-Goomba
Level: 4

Posts: 11/11
EXP: 210
For next: 69

Since: 09-30-05
From: Austin

Since last post: 17 days
Last activity: 20 days
Posted on 10-16-05 06:37 AM, in Solomon's Key Editor UPDATE Link
Originally posted by Mega-Dog
Instead of all these bugs you should debug most of it yourself...or even have Beta testers debug...it seems pointless to keep releasing versions and such.



I'm releasing these versions because of the new features, not because of bugfixes/testing. I got the impression that people would rather play with what I have done now instead of waiting for me to finish everything at once. I could care less either way personally...

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