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04-28-24 06:45 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Advance Wars 2 War Room Remix Hack New poll | |
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Xenesis

Blipper








Since: 11-19-05
From: Australia

Last post: 6279 days
Last view: 6278 days
Posted on 04-14-06 01:10 AM Link | Quote
Yeah, Hiya all. This is a hack I made up for a few bored people on my website, and I thought that I'd release it here as well. Who knows, someone might like it.

Features:
Balance Hack Version 1.8 - A personal project of mine, with tons of community input. Balances all of the COs in Advance Wars 2 (Pretty well anyhow). Now Flak is as viable as Nell, and Sonja's not changing hugely in power in and out of Fog, while Sturm is fair to use against your friends. Details of the CO changes are here.

CO Changes - A lot of the old War Room maps have had a bit of a change around with New COs taking up the battallions. Have a bit of fun with a bit of a change.

New Map Challenges - Maps from Vs, 3p, 4p, Classic and Campaign have been utilised for something new to do, some easy, some difficult.

New Difficulty - War Rooms with predeployed menaces or that are just plain unfair, or Multiple CO Maps where you need to pick your AI Ally carefully. Some tough challenges to keep you busy.

Screenshots:

A preview of the Map List


Selecting multiple COs in the War Room


Eagle's Changed Lightning Drive


One of the Early maps, Crater Isle versus Lash


A late map, Black Marina (Mission: Orange Dawn Hard Campaign) versus Grit.

The IPS Patch
Need Advance Wars 2 US (A Clean Rom). If it has an Intro, apply this Intro Remover Patch first.

Known Issues:
There's a bit of Garbage in the menu on maps where you can select a CO Ally
Flak, Lash, Adder, Hawke and Sturm don't have Black Hole Colours when selected - This is to prevent problems with Black Inventions on a few maps.
The AI in Thorn Islands doesn't build Air/Sea units.


(edited by Xenesis on 04-16-06 01:39 AM)
Googie

390








Since: 11-22-05
From: Corona Queens New York

Last post: 6281 days
Last view: 6281 days
Posted on 04-15-06 03:17 AM Link | Quote
This looks pretty neat, I downloaded both patches. I like these kinda games, I know I'll get a kick out of this.
Xenesis

Blipper








Since: 11-19-05
From: Australia

Last post: 6279 days
Last view: 6278 days
Posted on 04-16-06 01:11 PM Link | Quote
Hmm, so any comments? I'm wondering if I made it too hard or too easy, and honestly I haven't had very many of those comments yet.
Deleted User
Banned


 





Since: 05-08-06

Last post: None
Last view: 6279 days
Posted on 04-16-06 05:44 PM Link | Quote
I'm not sure why but some hacks get alot of comments, and some get little or none.

I give you kudos for your efforts tho.
Xenesis

Blipper








Since: 11-19-05
From: Australia

Last post: 6279 days
Last view: 6278 days
Posted on 04-17-06 12:09 AM Link | Quote
It's probably because it's not a mario or pokemon hack.
cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6279 days
Last view: 6278 days
Skype
Posted on 04-17-06 12:34 AM Link | Quote
You managed to change sprite positions and map headers now, huh?

Well, isn't AW2 really close to being completley hackable?
Once the map editing is in play, I am sure to be an AW2 hacker once again. I felt that if I couldn't hack the maps, there was... no way I could make new COs and keep the campaign working the same...

I still have all my old AW2 hacking stuff. Heh... I should look back into hacking it again.

Good work, though. Can't wait to see the next AW2 hack.
Xenesis

Blipper








Since: 11-19-05
From: Australia

Last post: 6279 days
Last view: 6278 days
Posted on 04-17-06 03:26 PM Link | Quote
Map editing is being stunted because no one understands that bastard of a map format. Even with some help from Squash monster, passing me on the Fire Emblem map format, I can't figure the bugger out yet.

Trust me, it will be a major victory when we do.

But most aspects of AW2 are now hackable, we're starting to understand the black art that is Mass Damage S/COPs as well. Just some random things like the Refuelling of Jess, etc. that we can't get as of yet.

The next stage is for me to learn GBA ASM and actually get the ability to debug things.
Celice

Gordo








Since: 11-17-05
From: Oroville, CA

Last post: 6282 days
Last view: 6279 days
Posted on 04-17-06 05:55 PM Link | Quote
Couldn't someone, you know, compare data found in the Design a Map feature ._. [/obvious]

I have to check this out later. Too bad the second doesn't work on Super Card >.<
cpubasic13
I'm ahead of myself...
Wait...









Since: 11-17-05
From: Citra, Fl.

Last post: 6279 days
Last view: 6278 days
Skype
Posted on 04-18-06 12:31 AM Link | Quote
Originally posted by Celice
Couldn't someone, you know, compare data found in the Design a Map feature ._. [/obvious]

Done that already. The map data for the Design Maps is uncompressed whereas in the rom it is compressed big time.
I did it, others did it. Doesn't help much. It might help once it gets decompressed, but for now, it is merely useless...
Xenesis

Blipper








Since: 11-19-05
From: Australia

Last post: 6279 days
Last view: 6278 days
Posted on 04-18-06 01:00 AM Link | Quote
I'm not too surprised that it's compressed though, despite the fact that they needed about double the versus maps they had, in that nice 2mb chunk of empty space in the ROM. ;

But yeah, I'm working on finding all the values for tiles at least. The game has like 100 different sea and river tiles.
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