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05-05-24 05:37 AM
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Acmlm's Board - I3 Archive - ROM Hacking - A little problem with Metedit... New poll | |
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Kirk Bradford Myers

Shyguy








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

Last post: 6580 days
Last view: 6580 days
Posted on 04-06-06 08:41 AM Link | Quote
---Whips out MetEdit and XV132---

Okay, let's see if I can break this down here. This is going to get a little bit "colorful" for clarification purposes, so bear with me. Here goes...

11 6D A3 16 04 0A 00

Y-coordinate for whole row, two-byte pointer to next row, x-coordinate for pallette switch, how many bytes to skip from the last x-coordinate to the next x-coordinate, 0A=pallette switch, 00 is the end of data for that item. Looks about right so far...

18 09 31 0B E9 41 02 9A 00
19 09 21 8B E9 51 02 9A 00


Ahh, now the fun begins...also known by AlexAR as the "crap in this". Did you know that, in addition to extra doors, elevators, items, and pallette switches, that Metroid's item data section can also be used to place extra enemies on certain map locations? If you've ever wondered why some of the Memus need to be moved in the item editor instead of by editing enemies themselves within rooms, now you know! In fact, ANY enemy in the game may be interjected in this manner!

If you use MetEdit to go to the hallway in Norfair in the original Metroid in between the High Jump Boots and the pallette switch, you'll notice two large pillars of bricks where a single Multiviola is present. But if you remember playing the game in this area, you'll recall that there was also a Squeept and a Ripper in this vicinity. Where are they? Now you know...

The "crap in this" above basically creates the extra enemies in the two rooms they are designated to appear. They are not editable in MetEdit because they appear in the item data rather than the room data which MetEdit reads. I'm not exactly sure how the item data works for these bad boys, but it's not important to your main problem...moving the High Jump Boots...so we shall continue on. But first, you may have noticed that there is one particular byte that I have emphasized in green in the above section. Read carefully, well be getting back to that in a minute. Next...

1B 06 02 01 37 00

This is the data for the High Jump Boots, and is as follows according to color: X-coordinate, number of bytes between x-coordinates, 02=Item, 01=which item, in this case the High Jump Boots, XY coordinate of the item within the room itself, and 00 ends the data.

Changing 1B to a value of 19 should have the effect of moving the High Jump Boots two screens to the left. If this is not working, try the following solutions depending on what applies to your situation.

1. Change 1B to 1D. This will move the High Jump Boots two screens to the right as opposed to the left. Is this where you actually wanted them? Make sure that the room you wish for the Boots to appear in is at the exact map coordinates that you are setting for the item.

2. Try changing that 37 above to something else. This is the XY coordinate of the High Jump Boots in the room. If there is a wall or other object at location 7,3 in the room, it will appear over the High Jump Boots and they will not appear. In the original Metroid, the Chozo statue that holds the item, his destructible orb that he holds is exactly at XY coordinate 7,3. That's the reason that when you destroy this ball, then and only then does the item appear. The boots or any other item will not appear until the space where they register is completely free of obstruction by background objects, whether through editing in MetEdit, destruction by Samus in game, etc.

3. If the above doesn't work, I'm thinking that perhaps it has something to do with the fact that you are trying to place two established items that are present on the same line in the same room...in this case, the extra enemies and the High Jump Boots which are both trying to appear at 19 but are not having a good time doing so. Try changing that X-coordinate for the boots to 1A instead of 1B. If the boots are then appearing one screen over to the right from where you want them, but still refuse to appear when you set the X-coordinate at 1B, then most likely this is the problem. If this is the case, the solution is simple...reset the X-coordinate of the enemies in the item data to an unused room. Do you remember that green "19" you saw in one of the examples above that we talked about? That is the X-coordinate for that set of enemies, that is what you want to reset.

Hope these solutions work out for you...

On another interesting note...I noticed that the number of bytes between X-coordinates at the High Jump Boots data is set to 06 instead of FF like it should be if this item was the last in the data line. As I could remember no other items or anything of the like on that line, I was puzzled. Curious, I pressed further, and saw this.

1D 05 09 A0 00 1E FF 09 B0 00

Holy sacred shit!! If my eyes do not deceive me, and I am well read up on my Metroid ROM knowledge, we are reading two halves of an UNUSED RED DOOR in adjacent rooms at horizontal coordinates 1D and 1E!!! This door would normally appear where the passage to the High Jump Boots connects with Norfair's long right-side vertical hallway, but does not do so because it is overwritten by the blue door data from the rooms that appear at these map locations. This door is not read by the password system and appears to be something left over from a previous design. Although I have admittedly seen actual used doors in the game programmed in this way, particularly select ones in Tourian, such does not appear to be the case here.

If one were to edit the Norfair map so that a room without a left side door is at 1E or so that a room without a right-side door is at 1D, the red door at these locations becomes clearly visible! If both of the above conditions are met, the red door as a whole becomes completely usable! That is, given the proper door transitional object piece is in place, of course.

This is the second door like this I have stumbled upon in Norfair alone...I shudder to think how many more there are in the game! The first one I found was quite by accident some time ago...it is located in the lowest left part of Norfair at MetEdit coordinates 0D,14 and 0E,14. I actually utilized the data from this door anomally to create a second pallette switch (since my new Norfair loops back upon itself) and a few new Memus.

Amazing that after all these twenty years, long after every nook and cranny of Zebes has been explored and mapped out even beyond what was intended by it's creators that people are still digging this game apart and finding goldmines of stuff buried in it. Now I know how those guys must have felt back in the day when they unearthed Tut's Tomb...

Take care. Feel free to address any more question should you have them. And good luck with your hack. Let me know how things work out...


(edited by Kirk Bradford Myers on 04-06-06 07:45 AM)
Mega-Dog



 





Since: 11-19-05
From: Minnesota

Last post: 6307 days
Last view: 6288 days
Posted on 04-06-06 08:01 PM Link | Quote
As far as the door...well it happens with continuing...I have no kowledge right now why PW do that...that is why I have it reset in my hack. Also you can re get over moved Energy tanks and Missle containers.

As far as adding Enemy's and Items you can, the only problem is you have to swop another peice in the room. Meaning to add an enemy you have to take away a wall peice - to add a wall peice you have to take away an item. All I remember is in the data where the peices are FD represents the room data. Doors are in 2 bytes enemies in 3. 02 XY represents a door X=A right B left 0=blue door 1=5 missle 2=10 missle (Been awhile so this may not be accurate). As far as the enemies...let me think...long time but I think byte 1 is the index byte 2 is the xy and byte 3 is the type. each index is unique. When scrolling rooms there can only be a max of 6 enemies I think at ones in the index sets.
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