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05-05-24 11:52 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Zelda 4/6/7 Info New poll | |
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KeiiChi Kun

Leever
Learn some manners.
Password changed to gibberish and IP banned.


 





Since: 01-01-06
From: Sushi Bar

Last post: 6298 days
Last view: 6298 days
Posted on 05-29-06 11:55 AM Link | Quote
Oh god PLEASE someone give me some help here. I've been spending months messing around with a corrupter and the Zelda GB/C roms, and I'm just not getting ANYWHERE. Surely someone somewhere knows SOMETHING about hacking them, ANY info at all will be gratefully accepted. ANY! I expect this thread will see the fate of other threads on this subject, and slowly sink to the bottom of this forum.

Oversize text sure won't help you. -- blackhole89


(edited by KeiChi Tsuu on 05-29-06 10:56 AM)
(edited by blackhole89 on 05-29-06 12:38 PM)
richyawyingtmv

Bouncy


 





Since: 11-18-05
From: England

Last post: 6287 days
Last view: 6285 days
Posted on 05-29-06 12:13 PM Link | Quote
I'm pretty sure the oracle series use a weird type of compression for the level layouts. I did have some info before, but I have no idea where it is now.

Your best bet would be to ask someone like Jigglysaint. He knows pretty much more than anyone else on the topic of game boy zelda hacking.
KeiiChi Kun

Leever
Learn some manners.
Password changed to gibberish and IP banned.


 





Since: 01-01-06
From: Sushi Bar

Last post: 6298 days
Last view: 6298 days
Posted on 05-29-06 12:17 PM Link | Quote
I've asked him already, about maps in OoS/A, but he doesn't know the locations.
Grinto
Newcomer


 





Since: 11-22-05

Last post: 6550 days
Last view: 6550 days
Posted on 05-29-06 12:34 PM Link | Quote
Isn't Majora's Mask Zelda 6?
KeiiChi Kun

Leever
Learn some manners.
Password changed to gibberish and IP banned.


 





Since: 01-01-06
From: Sushi Bar

Last post: 6298 days
Last view: 6298 days
Posted on 05-29-06 02:28 PM Link | Quote
No, OoS/A came first. I'm sure.
NEONswift

Bee








Since: 11-18-05

Last post: 6286 days
Last view: 6285 days
Posted on 05-29-06 02:49 PM Link | Quote
Originally posted by KeiChi Tsuu
No, OoS/A came first. I'm sure.

Nope Majora's Mask was 2000. The Oracle games were both released in 2001. just checked out gamefaqs for release dates.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6341 days
Last view: 6322 days
Posted on 05-29-06 03:15 PM Link | Quote
I copied this from an ancient post loooong ago by Jigglysaint:

Link's Awakening-

Offset for level floor tiles - 80589 - 4c

Enemy graphics 831d3 - 01

Wall graphics 805aa - 40

Block graphics 805ca - 79

Special object graphics 82eb0 - ff

Staflos ASM - 57bb8

chest asm? 81d2

enemy drop table? d635

Spiky's ASM 1f7e0

Level 6 warp event asm - ba60

Dungeon 1-6 clip bytes - 20bd4

E3dc - part of hookshot event ASM, sort of. Room in which item sfx is heard.

DC9C - room where hookshot gfx is displayed.

E492 - room where more hookshot data is. prevents sprite 30 from acting like
a key.

9EAF - X position of appearance cloud when chest event is triggered(format similar to warp data - X + 8)

9ECB - Y postion of appearance cloud when chest event is triggered(similar to warp data - Y + 16)

9ED6 - y position of location that tells the game to spawn the chest a tile above or below it's current spot. If not reset to match chests, you can get stuck if you let a chest spawn over you. Could also be used to make a cool puzzle, but without gettin stuck I don't know how.

9EE0 - x position of chest respawn location

9DED - same for stairs? X

9DF1 - same for stairs? Y

D8A24 - room locations of owl statue text

D89Fc - Text values for owl statues.

9442 - x position of the key that falls down from the celing.

9458 - y position of the key that falls down from the celing.

9433 - sprite that falls down upon triggering event 8

9437 - sprite that falls down upon triggering event 8 outside of a dungeon(gold leaf).

9083 - y position of the dive warp ASM in level 5

908D - x position of the dive warp ASM in level 5

907D - which room has the dive warp ASM, possible other values, will need further testing.

64201 - mini boss warp point rooms. Two byte pairs for each level.


----------------------------------------------------------------------------------------------------------------------------


And this is from Jigglybells and TheFakeGod

Oracal of Ages/Seasons

Apparently, The Fake God has cracked the overworld data, while I cracked the dungeon data.
The format for the dungeons I found is like this: First, there are 256 rows of pre-defined blocks. Second, each row in a room is defined by 2 bytes. The first byte has 2 uses: The first nybble is the first byte that references rows of data between 60000 to 61000(first bank), the next nybble is the position of the row. The next byte is almost similar: The first part is the length of the row. Sometimes the row wraps down to the next one, so what it does is it repeats the first few bytes in that row if the row is big enough. The next nybble is the second reference.

Let's use an example: In Oracle of Seaons, in the room with the stairway to the ember seeds, the second row(two walls with normal ground tiles between them). The two byte value is 10 FF. Here's how it works: The 1 in 10 is the second most right number in the offset for which row to use. The 0 in 10 is the x co-ordinate of the row in conjunction to the other rows. The first part of FF is F, which means the length of the row. I haven't totally figured it out yet though. The next part is the second offset value, so the row of data is stored at 60F10, or if you read the bytes backwards, FF 01, or F1.

The hard part is that many of the rows used in the game are repeats and combos of several rows of data. for example, in this same room, there is a bottom row that is two inside wall connector pieces with bottom wall tiles between them. There is no such row in the game, which means that it actually uses 2 rows, cut to length and pasted together to make it look like one wall.
---------------------------------------------------------------------------------------------------------------------------

More from Jigglybells

Okay, first of all, I found out that shutters require 2 parts. The level data is merely graphical in nature, and it makes the animation look correctl. The other part is in another section of the rom, and it consists of a co-ordinate and an animation byte. The animation byte is what the door will look like as it's opening, up down, left or right. Then, I found out enemy data. Yes, for now I can swap enemy groups in rooms, and overworld and such. The enemy data is 2 bytes, and works(so far) like the enemy data in LA, but is more flexable. For example, c7 49 is in the roo above the enterence in level 1. What it does is makes bushes contain stuff. Then there is a special object byte that basically sets up the triggers, chests, keys, ect for the room. Also is the person you want to appear. It seems that you can make a person say different things, as the sprite is not a seperate entity, but rather a two-byte pointer, thus far. I still need to do more work.

Update: I found enemy data! Now I should be able to place enemies in dungeons and such!. Also, sprites have this weird co-ordinates thing. Say I want to put somthing in position 64. Instead of it being 64, the data looks like 6848. I have no idea why that is, unless the 8 is a pixle offset, just like bytes ending in 8 in the megaman games make's it exactly on the square.

---------------------------------------------------------------------------------------------------------------------------

That seems to be all I have on those games, and I'm not sure about any of it, I may have even spelled their names incorrectly. But hey, it's the thought that counts.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6305 days
Last view: 6290 days
Posted on 05-29-06 03:43 PM Link | Quote
I know where the data starts for the dungeons. I still have to look into the overworld and other places, however. The pointers shouldn't be too hard to spot. One thing I know is that the dungeon pointers are reletive. That means that from the start of the data, you convert the pointer into decimal and move that many spaces from the start to find the room start.
KeiiChi Kun

Leever
Learn some manners.
Password changed to gibberish and IP banned.


 





Since: 01-01-06
From: Sushi Bar

Last post: 6298 days
Last view: 6298 days
Posted on 05-30-06 11:16 AM Link | Quote
Thanks loads, I'll do whatever I can with this, and hopefully I'll learn how to mod maps properly.
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