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05-16-24 01:07 AM
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Acmlm's Board - I3 Archive - ROM Hacking - 1943 Hacking
  
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UserPost
RDOG
Posts: 6/31
I've started hacking levels in the game 1943. I will post my findings in this thread.

Sprite data:

Begins at 0x6010 in the ROM

0x6010 - 0x606F: Sprite data pointers for each level

0x6080: Beginning of Level 1 Sprite data. In this format:

TT SS ??

TT = Sprite type
SS = Sprite settings
?? = Unknown byte

Example: Setting TT to $50 and SS to $90 will spawn a large green bomber that shoots missiles

Known values:
$00 = Enemy planes that will fly down the screen, flip over and go back
$03 = 5 enemy planes that fly in a V pattern and turn to the sides
$08 = Squadron of bi-planes
$0A = Jet that flys towards you
$20 = Loads GFX from the ROM into the pattern table
- Setting its SS byte to $34 will load big bomber GFX
$30 = POW planes
- Changing SS byte will result in different group formations, a few of which carry
different power-ups
$40 = Small bomber
- SS byte tells what bomber(s) and what flight pattern ex. SS $09will spawn 5 small green bombers in a \ pattern
$50 = Big green bomber
Screenshots:

Changed Level 3's sprite pointer to load Level 6 sprites

Used sprite $20 to load GFX for bombers

Different enemies in level 1

Level BG data:

BG data is in a 32x32 tile format like in Megaman

Starts at 0x101A0

Screenshot:


Misc.
Change 0x1B2A1 in the ROM to $AE to stop your energy from automatically decreasing.

Game Genie codes:

VXOLPXVK - Energy doesn't automatically decrease
VZOUZUVK - Infinite Special Weapon Time
SXVLZXSE - Don't lose energy from being hit

Other data for this game can found in my post at: http://adeontech.net/IceBoard/thread.php?id=150

Once I learn Visual Basic or C++, expect an editor for this game .
Acmlm's Board - I3 Archive - ROM Hacking - 1943 Hacking


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Acmlmboard 1.92.999, 9/17/2006
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