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Acmlm's Board - I3 Archive - ROM Hacking - My Metroid Zero Mission notes | New poll | | |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6282 days Last view: 6282 days |
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Ok the structs are taken directly out of my editor so yeah
Some of the stuff may be hard to understand so yeah These notes were based off the original findings from Jigglysaint I then took what I learn and finished the rest of the stuff. More to come next update finished door notes and add item notes Data room size = 0x3c Room Headers start at: 0x340AD4 Total number of rooms: 329 Pointer table for it at 0xNONE Pointer table for Tileset entries 0x33DFDC I'll just load these according the rooms Tileset number And uncompress on the fly! =D Structure for Room Headers Private Type RHeader bTileSet As Byte bBg0 As Byte bBg1 As Byte bBg2 As Byte lBg3 As Long lForeground As Long lLevelData As Long lBackGroundObjects As Long lClipData As Long lBackgroundImageData As Long bEnemyIndex As Byte bSwitch As Byte bSeperator1 As Byte bSeperator2 As Byte lEnemy1 As Long bEnemy1Sprites As Byte bDunno1 As Byte bSeperator3 As Byte bSeperator4 As Byte lEnemy2Sprites As Long notsure As Long TileTablepnt As Long bSeperator5 As Byte bMiniMapRoomX As Byte bMiniMapRoomY As Byte bSeperator6 As Byte bTide As Byte bEffect As Byte bMusic As Integer End Type Private Type gTileData Nothing As Long gTiles As Long pTiles As Long BackgroundTSA As Long MainTSA As Long End Type Applies to lForeground ************************************************************************************************************************* | Ok I'm not that that this stuff is compressed | | Anyhow Width times Height bytes of course then that random 01 | | Next are These 2 bytes no clue what they are for although if I edit them it really messes up | | Ok After that is a what I believe a byte that controls the X and Y position by moving the Block to the right and down | | The higher the byte control byte the lower and to the right it goes | ************************************************************************************************************************| Applies to lTilesPnt, And lClipdata; ***************************************************************************************** |Level compression is RLE 2 different types Why I have no clue | |Any how the compressions are like this | | | |if the first byte is 0x00 - 0x7F Then the game repeats the next byte that many times | |The other type of compression is 0x80+ folled by the tile/clip | |The way it works is subtract 0x80 from the first number then repeat that | |the tile that many times oh and by tile I mean the ID | ***************************************************************************************** Applies to lBackgroundObjects ***************************************************************************************** Door data: 0x33E614 I'm guessing the struct is 0x8 bytes struct Door{ char SomeByte; char Room//? char DoorCanOpen; char DoorLeadssomeplace; char Dunno; char Dunno; char Room;//Actual Room! }; MiniMap Areas: lz77 compressed 407178 4072e4 4074ac 4077b4 Spritesheet List: Tested in Room Header 4 Test em in different rooms for fun effects 00 Bubbly 01 Elevator 02 Skrees. 03 Same effect as 1 04 Same as 3 05 Elevator 06 Skree 07 Kraid 08 Normal? 09 Norfair bugs? 0A Chozo 0B Chozo, they can heal! 0C Blue chozo 0D Blue bastard 0E Chozo 0F Chozo 10 Chozo 11 Chozo 12 Chozo 13 Chozo 14 Chozo 15 Chozo 16 Chozo 17 Chozo 18 I revisited Norfair 19 NORFAIR! 1A NORFAIR! 1B Map Room o.O 1C Norfair! 1D Norfair! 1E Norfair is starting to piss me off 1F Samus's ship in a long shaft fun. 20 If this is another norfair LAME The little beetles 21 Save room 22 Norfair 23 The ship 24 Norfair 25 The little cacoon/hive things 26 GEEMERS 27 Secret Item/ GRASS HOPPER! 28 I SEE NOTHING! 29 The huge worm dude! I sense fun! 2A Cool the hanging worm locks doors 2B Rippers Norfair? 2C Skree's 2D Enemy location abnormal wtf 2E The little beetles 2F Uknown item Chozo 30 Uknown item chozo 31 Norfair 32 Zebesian Red Space Pirates 33 Small suckers 34 The chozo super ball launcher 35 Same as 32 36 Metroids 37 Nothing 38 Norfair 39 Space pirates 3A Norfair 3B Save room 3C Space pirates 3D Weird gaseous 3E Bubbly wall crawlers. Yum 3F Norfair 40 Rippers were on the ship? Holy shit 41 Norfair and Chozo Super Ball Launcher--One can make a fun hack with em 42 Norfair 43 MOTHER BRAIN DUN DUH 44 Another abnormal message thing 45 Destruction Sequence 46 Nothing 47 Norfair is really starting to piss me off 48 The Norfair worms 49 Norfair Tentacles 4A Imago 4B CROCOMIRE 4C Enemies... 4D 0.o put the game into an endless loop o.O 4E Big ass grasshoppers 4F Chozo 50 Norfair 51 Elevator? 52 Nothing 53 Grasshoppers 54 Skree 55 Norfair 56 Kraid & Ridley head 57 Nothing? 58 Save Room 59 Pirates 5A Underwater 5B Norfair 5C Nothing 5D Pirates 5E Normal 5F Flying beetles 60 Pirates -- That's all for today Have fun |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6283 days Last view: 6282 days |
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Holy moses what a coincidence!
I was just thinking about this! |
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Koitenshin +∞ Moblin Since: 12-24-05 From: Misery Last post: 6285 days Last view: 6285 days |
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Nice work, let us know if you come across any debug rooms. | |||
Cendamos Newcomer Since: 02-09-06 Last post: 6609 days Last view: 6609 days |
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Originally posted by Koitenshin + *giggle* http://gscentral.org/bb/viewtopic.php?p=20429#20429 |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6302 days Last view: 6287 days |
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"|if the first byte is 0x00 - 0x7F Then the game make it so the next bytes according to the ammount specified are each 1 tile or clip ID | "
Correct'ed |
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Cendamos Newcomer Since: 02-09-06 Last post: 6609 days Last view: 6609 days |
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Well, somebody might like this: Wario4 and the GBA Metroids are made with the same engine.
Pretty :cool:. |
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