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Acmlm's Board - I3 Archive - ROM Hacking - 1943 Hacking | New poll | | |
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RDOG Goomba Since: 11-17-05 From: London, Ontario, Canada Last post: 6308 days Last view: 6303 days |
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I've started hacking levels in the game 1943. I will post my findings in this thread.
Sprite data: Begins at 0x6010 in the ROM 0x6010 - 0x606F: Sprite data pointers for each level 0x6080: Beginning of Level 1 Sprite data. In this format: TT SS ?? TT = Sprite type SS = Sprite settings ?? = Unknown byte Example: Setting TT to $50 and SS to $90 will spawn a large green bomber that shoots missiles Known values: $00 = Enemy planes that will fly down the screen, flip over and go back $03 = 5 enemy planes that fly in a V pattern and turn to the sides $08 = Squadron of bi-planes $0A = Jet that flys towards you $20 = Loads GFX from the ROM into the pattern table - Setting its SS byte to $34 will load big bomber GFX $30 = POW planes - Changing SS byte will result in different group formations, a few of which carry different power-ups $40 = Small bomber - SS byte tells what bomber(s) and what flight pattern ex. SS $09will spawn 5 small green bombers in a \ pattern $50 = Big green bomber Screenshots: Changed Level 3's sprite pointer to load Level 6 sprites Used sprite $20 to load GFX for bombers Different enemies in level 1 Level BG data: BG data is in a 32x32 tile format like in Megaman Starts at 0x101A0 Screenshot: Misc. Change 0x1B2A1 in the ROM to $AE to stop your energy from automatically decreasing. Game Genie codes: VXOLPXVK - Energy doesn't automatically decrease VZOUZUVK - Infinite Special Weapon Time SXVLZXSE - Don't lose energy from being hit Other data for this game can found in my post at: http://adeontech.net/fdgdgasdgasg/thread.php?id=150 Once I learn Visual Basic or C++, expect an editor for this game . |
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