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05-05-24 11:39 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Okay, so I have a Metroid hacking question... New poll | |
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Kirk Bradford Myers

Shyguy








Since: 01-23-06
From: Baltimore, Maryland

Last post: 6581 days
Last view: 6581 days
Posted on 02-22-06 05:22 PM Link | Quote
Hey, everybody. I need a little bit of help with something and thought that you guys and girls can help me out.

A while back, before the boards went down, Parasyte posted a thread on Acmlm which featured a hack for Metroid that adds a Super Metroid style automap in the top left corner. I've got to admit that it was pretty impressive, although I won't be using it for my own hack Metroid Begins as the space that it uses is instead reserved for a separate custom number set to be used in the energy-missile display sprite. I had to do this to get Metroid Begins to work with PocketNES because of the difference in the way PocketNES handles pixel compression when it comes to sprites as opposed to everything else. No choice in the matter.

So, as you've guessed, I'm not here for the automap hack. HOWEVER...

In the same thread, Parasyte posted a small hack that allows each and every block in the original Metroid to be shot out and destroyed. I would really like to have this hack for my own research purposes. The reason I'm asking is because I may do something more artistic with the door frames in the game, which will require me to use three separate custom tiles instead of the one repeated three times. Of course, all three tiles must have that "door transition" quality to them which I will need to edit. If I can get my hands on that ALL_BLOCKS hack, perhaps I can figure out just what was done to it, locate the properties of those blocks, and just change the ones I need.

I have tried loading this thing from a cached page of the thread to no avail. And believe me, I have Googled, Yahoo!-d, and AllTheWeb-d this thing to death, and simply cannot find it. If anyone has the IPS, I would very much aqppreciate if they can post a link to it? I'm more than willing to look for the data myself...I just need that IPS file to give me a push in the right direction.

Many thanks in advance.
Guy Perfect









Since: 11-18-05

Last post: 6288 days
Last view: 6286 days
Posted on 02-22-06 05:53 PM Link | Quote
Using http://board.acmlm.org/archive/, you can view the contents of the forums before the erasure of the Acmlm Boards. I've looked through some 29 pages of the old ROM Hacking forum and I found the thread you mentioned:

NES Metroid - AutoMap hack released (Archived)

EDIT:
That was VL-Tone who did the "all blocks destroyable" hack, not Parasyte.


(edited by BGNG on 02-22-06 04:54 PM)
Kirk Bradford Myers

Shyguy








Since: 01-23-06
From: Baltimore, Maryland

Last post: 6581 days
Last view: 6581 days
Posted on 02-22-06 06:19 PM Link | Quote
Yes, it was VL-Tone. Sorry about that...I was trying to recall the thread from memory, and my short-term memory leaves much to be desired...

Granted, that is the thread I was looking for, BGNG, and I do thank you for your help in finding it. However, it appears that the link to the file that I need is broken...and ONLY that file! Auugghh!! but many thinks for the links to the archives, as there was a couple of other posts I was looking for for various reasons...

As for the ALL_BLOCKS hack...perhaps VL-Tone would like to chime in on this one?
VL-Tone

Paratroopa








Since: 11-18-05

Last post: 6476 days
Last view: 6476 days
Posted on 02-22-06 10:57 PM Link | Quote
There you go...

http://pages.infinit.net/voxel/METROID_ALL_BLOCKS.IPS

It's a pretty crude ASM hack that has some side effects, and I don't remember exactly how I did it, tough I could go back and dig trough the Metroid disassembly.
Kirk Bradford Myers

Shyguy








Since: 01-23-06
From: Baltimore, Maryland

Last post: 6581 days
Last view: 6581 days
Posted on 02-23-06 08:52 AM Link | Quote
Thank you millions! Much appreciated. I will hopefully be putting this to good use, that is assuming I have two tiles to spare in each area. Shouldn't be that hard to do with a little bit of structure definition hacking, as I've already done quite a bit of that already.

Pretty much all I'll have to do now is throw an ALL_BLOCKS patched copy of Metroid into HexCmp along with an untouched copy, and the program should point out the differences in the two files for me. Figuring out what your did to it should be a snap.

The fact that the destructible blocks are buggy is non-consequential, as I'm not trying to create destructible blocks in my hack. My main goal here is to find the location of the data that determines what blocks contain what properties so that I can turn a few spare tiles into door transition tiles from whatever they currently are. I've been able to surmise through common sense that there are four types of tiles in Metroid...solid, transparent, destructible, and transition...and the structures (the large objects that make up the room data) can be made up of combinations of any of these tiles of different types. A good example is the solid Chozo statue that holds the destructible ball. Something is setting these individual tiles to be the properties that they are, and I intend to find out what.

Once again, thanks for pointing me in the right direction. Take care...
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