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Acmlm's Board - I3 Archive - ROM Hacking - Super Mario Advance 4 : Object List | New poll | | |
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Keitaro Mole Since: 11-18-05 From: Massachusetts Last post: 6589 days Last view: 6589 days |
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Originally posted by PrincessPeach Yeah. You know, except it isn't. The GBA sound hardware is FAR superior to the SPC700 in so many ways, and I have no idea why everyone keeps thinking otherwise. As for having an FXII..um, again, no. The super FXII was a chip used in some SNES games. While the GBA may be able to perform similar features to one, it is severly lacking in many areas there. For one, neatly resizing sprites dynamically, rotating sprites, etc...it all looks really messy and sometimes sloppy on the GBA (look at the hearts in SMA1 or for a less noticeable exaple, the chomp rock in Yoshi's Island). So uh...where did you get your information exactly? |
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purplebridge001 Micro-Goomba Since: 12-11-05 Last post: 6641 days Last view: 6641 days |
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Hacked e-Level decompressor released! (C language source included)
It will show some information while decompressing. But I can't figure out yet how the compression work. |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6593 days Last view: 6593 days |
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We never did figure out how to recompress/reencrypt, I did end up making a ROM hack that read raw/lz77 though (And also one that did from the ROM), just simple ASM hacks to achieve that stuck in the level loading routines. All my GBA stuff is scattered everywhere, but I did some looking around for my e4 (as i call it, short for e-card Levels SMA4 ) findings from years ago...
Apologies if this data is redundant from anything found above ^^ Also I greatly apologise for the messiness in this and note that my objects/sprites may be way off and have weird-ass descriptions, I usually don't release data in a loose way like this. There should be enough room in the header for 3-4 level (or I sometimes refer to them as 'scenes') definitions, can't remember. (LONG POST COMING) ECL (e-Card Level) - Uncompressed Header Bytes 0 - e Coin Number (0 for no e Coin) 1 - A Coin Count (updated on menu when level played at least once) 2 - Level Set (doesn't affect) 3 - Level Number (doesn't affect) 4 - Level Icon? (doesn't affect) 14-3F - data pointers If the level has an e Coin: 40-5F - e Coin Palette 60-17F - e Coin GFX After the header is the level name (updated on menu when level played at least once) Must end Level name with FF, then you can put your level data after that. data pointers: for each level 0 - Object Data 1 - ECL Exclusive Header data (20h) 2 - Scene-Link Data (or pipe exits/doors/etc, as some of you might call it) 3 - Sprite Data 4 - Block-Path Data (or eat/create data, for you LM people) 5 - Auto-Scroll Data Object Data: level header (not the ECL Exclusive one) e-card engine: ???? ???? xL xx Sx ZG xx AD BB x = ignored L = length of level (pages) (note a lot of these are taken directly from SMB3) S - scroll settings (MSb makes pipe exit level) 0 - horizontal scroll up on flying 1 - vertical scrolling A 2 - free scroll 3 - vertical scrolling B 4 - horizontal only A 5 - vertical scrolling C 6 - horizontal only B 7 - vertical scrolling D Z - level entry action 0 - none 2 - sliding 4 - pipe up 5 - pipe down 8 - pipe left A - pipe up C - grabbing ship anchor E - ship autoscroll G - graphics set 0 - *Mario 1 - Plain 2 - Fortress 3 - Underground A 4 - Sky 5 - Pipe/Water A (Pirahna Plant) 6 - Pipe/Water B (Water) 7 - Mushroom House (A) 8 - Pipe/Water C (Pipe) 9 - Desert A - Ship B - Giant C - Ice D - Clouds E - Underground B F - Spade Bonus Room 10 - Spade Bonus 11 - Mushroom House B 12 - Pipe/Water D 13 - Hills 14 - Plains 2 15 - Tank 16 - Castle 17 - *Mario 2 18 - *Animated A 19 - *Animated B 1A - *Animated C 1B - *Animated D 1C - *Animated P-Switch 1D - *Animated E 1E - *Font 1F - *Animated F A - extra background/overlay palette D - extra background/overlay 0 - no overlay 1 - shade 2 - no overlay 2 3 - low cloud 4 - no overlay 3 5 - semishade 6 - semishade 2 7 - shade 2 8 - thin clouds overlay + mist 9 - no overlay 4 A - no overlay 5 B - thin clouds over background C - no overlay 6 D - tide water overlay E - no overlay 7 F - no overlay 8 BB - background 00 - no background 01 - sea weed 02 - dark scrolling clouds and lightning/thunder 03 - inside airship and lightning/thunder 04 - cave 05 - plains 06 - columns 07 - fortress outdoors 08 - snow trees 09 - pipe network 0A - green/yellow hills 0B - dark red rocks (little vegetation) 0C - big hills 0D - sandy desert 0E - pyramids 0F - hills over the clouds 10 - castle walls and bars 11 - volcanoes 12 - clouds 13 - bonus (music) 14 - shiny ice 15 - dark red rocks (more vegetation) 16 - waterfalls 17 - mushroom house 18 - nothing 19 - pyramids with underground brick section 1A - plains with ground background 1B - bowser's lair 1C - dark vegetation 1D - dark hills 1E - just below the clouds 1F - glowing red castle walls and bars 20 - mario bros brick background 21 - underwater seaweed/rock 2 22 - bowser's lair 2 23 - dark scrolling clouds 24 - inside airship 25 - underwater seaweed/rock 3 26 - underwater rocks and red plants 27 - orange clouds 28 - desert bricks 29 - castle bricks with bowser portrait 2A - starry night sky 2B - castle walls and bars 2 2C - boo house with windows 2D - boo house 2E - castle bricks 2F - weird balls 30 - mushrooms stars and flowers (bonus) 31 - rainbow bricks (bonus) 32 - blue stars (bonus) 33 - green, lavender and cyan blocks 34 - cave 2 35 - pipe network 2 36 - many hills 37 - dark red rocks 3 38 - hills above the clouds 2 39 - blue minihills above the clouds 3A - castle walls 3B - long high waterfalls 3C - glowing red castle walls 3D - dark vegetation 2 3E - long high waterfalls 2 3F - very high waterfalls -- Object data, see object lists below e-level New Exclusive Header Data: 0 - Screen Y boundary (low) 2 - 4 - ? 6 - ? 8 - player Y start 9 - player X start A - screen Y start B - C - Object Set E - Music 10-1F - ? Object Sets 0 - world map 1 - plain 2 - fortress 3 - hills 4 - sky 5 - pirahna plant 6 - water 7 - mushroom 8 - pipe 9 - desert A - ship B - giant C - ice D - clouds E - underground F - spade bonus Music 0 - plains 1 - underground 2 - underwater 3 - fortress 4 - boss 5 - airship 6 - hammer bros 7 - mushroom house 8 - hilly 9 - help A - sky B - underground C - SMB overworld D - SMB underground E - SMB underwater F - SMB fortress 10- SMW Boo House 14- SMA Menu Links: 00 - number of links 02 - link data goes hre Link Data (0xC per link): 00 - Entry X 01 - Entry Y 02 - Scene ID 04 - Exit X 05 - Exit Y 09 - ? 0A - Exit Type Exit Types: 00 - Shit-all 01 - Pipe Up 02 - Pipe Down 03 - Pipe Right 04 - Pipe Left Block-Path Data (eat/create) (uses Block-Path Sprite 0xBA): First byte: ILLLLLSSS All following bytes: TTTTTTDD I = Initial Direction of Platform (0 = right, 1 = left) L = Length of platform S = Speed T = Distance to travel D = Direction (0 = right, 1 = left, 2 = up, 3 = down) Auto-Scroll Data: format for each co-ordinate: XX YY SS, end with FF FF FF X = x position Y = y position s = speed If speed is too fast, the camera might scroll past it's destination and try to go back to it, which will result in an 'elastic' type of scroll. Don't scroll too fast or it will drag the player through walls. --------------------------------- Object Data LL YY XX OO [MM] LL = ddllllll dd = domain llllll = length (ignored in domain 0) YY = Y position XX = X position OO = object number MM = secondary length (for five byte objects) Domain 0: (length does not effect domain 0 objects) (all domain 0 objects are 4 byte) hill backdrop 00 - medium 01 - small 02 - large 04 - door 05 - purple door 06 - vine 07 - ?? ? blocks 10 - fire flower 11 - leaf 12 - star 13 - continue star 14 - multicoin 15 - munchers bricks 16 - fire flower 17 - leaf 18 - star 19 - continue star 1A - multicoin 1B - 1up 1C - vine 1D - p-block invisible blocks 1E - coin 1F - 1up note blocks 20 - invisible 21 - normal 22 - leaf 23 - star loose blocks 24 - fire flower 25 - leaf 26 - star 27 - invisible pink note block 28 - p block 29 - stage finish ? blocks 43 - kuribo's shoe 44 - feather 45 - weird pole thing 46 - brown thing ? blocks 47 - directional coins 48 - single spike right 49 - single spike left 4A - 4B - SMW right sign 4C - SMW left sign 4D - instant death spike ball 4E - screeen fucker 4F - bonus block corner blocks 50 - bottom right 51 - bottom left 52 - upper right 53 - upper left ? blocks 55 - pwing 56 - empty 57 - weird, makes ground not scroll 59 - POW block Domain 1/3: * = 5 byte object ** = 4/5 byte object, length 2 is optional (domains 1/3 are identical) stretch platforms 00 - white 01 - orange 02 - green 03 - blue floating platforms 04 - white 05 - orange 06 - green 07 - blue 08 - shrubs 09 - gap 0A - clouds *0B - stretch ground *0C - red stretch ground *0D - 0E - water gap **0F - bricks (width, height) 10 - ? coin block 11 - brick coin block **12 - block (width, height) 13 - 4way note block 14 - note block 15 - loose block **16 - coins (width, height) pipes 17 - down exit 18 - down 19 - down end of level 1A - up exit 1B - up 1C - right exit 1D - right 1E - left exit 1F - left 20 - bullet bill machine 6E - upside down bullet bill machine 21 - bridge *23 - waterfall *24 - water waves *25 - water *26 - water waves 2 *27 - ? *28 - castle blocks *29 - harmless quicksand *2A - ? **2B - ice bricks (width,height) 2C - 2 way pipe vertical 2D - clouds 2E - bonus room top hill backdrop 2F - large 56 - ! switch blocks 57 - conveyor 58 - smw platform 59 - rope grass 5A - grass - large veggie 5B - grass - small veggie 5C - grass - turnip 63 - grass - coin 64 - grass - multicoin 65 - grass - 1up 66 - grass - nothing 67 - grass - poison mushroom 69 - grass - bobomb 7E - grass - giant turtle shell boo house blocks **5F - boo house blocks (width,height) 60 - boo stairs left 61 - boo platform 62 - boo platform supporter (in between square) 6C - boo stairs right 6D - boo platform supporter 79 - slope left 7A - slope right 7B - horizontal 7C - horizontal right edge 7D - horizontal left edge 5D - smw spikes 5E - spikes 68 - invisible wall 6B - bonus room vertical dbl edge **6A - digging sand (width,height) 6F - ? 70 - ? **71 - coin line (direction/pattern,length) 72 - ? 73 - invisible ledge tileset fucker upers 76 - ??? 77 - ??? *78 - stage finish blackness 7F - smb flag pole **80 - smb block (height,width) hill backdrop 81 - medium 82 - small 83 - large 85 - door 86 - purple door 87 - vine 88 - ?? 89-A9 - ?? *AA - stage finish C4 - crash game block C5 - invisble water C6 - weird pole thing C7 - brown thing C8 - crash game block C9 - invisble water CA - crash game block CB - crash game block CC - weird CD - weird CE - weird CF - invisible water D0 - bonus room upper left corner D1 - invisible water D2 - RACSAH GAMOEM BOKC D3 - invisible water D4 - bottom right of smw sign D5 - ? D6 - ? p wing D7 - empty ? DA - top of brown thing ----------------- Sprite Data: *00: - 01: - 02: [x04] SMW hammer bros fountain 03: [x04] SMW hammer bros platform 04: [x04] Stationary bullet bill 05: [x04] UO (turning + jumpkill) 06: Noteblock (forces mario up-down) 07: - 08: - 09: Doomship anchor 0A: 3-up moon 0B: 1-up mushroom 0C: Invincibility star 0D: Power mushroom 0E: Koopa Kid *0F: [0C] Bowser Statue value = behavior 10: [0C] Magikoopa 11: [0C] Magikoopa's magic 12: [0B] Big boo 13: [06] Wiggler 14: [0C] Bowser statue fireball 15: [06] SMW Parachute Goomba 16: [06] Parachute Bobombs 17: [06] SMW Goomba 18: Bowser! 19: Fireflower 1A: SMW key 1B: Noteblock 1C: UO 1D: SMB1 rising platform 1E: Raccoon leaf 1F: Growing beanstalk 20: SMB1 falling platform 21: game card 22: game card 23: game card 24: Cloud platform left 25: - 26: Wooden platform (jump -> left) 27: Wooden platform left-right 28: Wooden platform up-down 29: Spike 2A: Walking spikeball piranha 2B: Kuribo goomba 2C: UO 2D: Big fish (world 3-3) 2E: Rising platform (bowser's castle) 2F: Boo 30: Walking candle flame 31: UO 32: UO 33: Nipper 34: UO (changes level background) 35: UO (game gets stuck) 36: Wooden platform (jump -> fall) 37: Wooden platform left-right 38: Wooden platform up-down 39: Nipper 3A: UO 3B: Cheep cheep (world 3-2) 3C: UO 3D: Fire spitting nipper 3E: Wooden platform drifting 3F: Dry bones 40: White block thrower 41: Card slotmachine 42: Cheep cheep pond leap right 43: Cheep cheep pond leap left 44: UO (looks like wooden platform) 45: UO (walks random) 46: Spikeball piranha stationary 47: - 48: UO (floats right + jumpkill) 49: - 4A: Fortress ? ball 4B: Boom boom 4C: Flying boom boom 4D: [0D] smw spark 4E: [0D] giant smw spark 4F: UO (jumps away from mario) 50: Bob-omb 51: surroundive boos 52: Small item chest 53: Ceiling fireball 54: UO (changes to unwalkable object) 55: Bob-omb 56: UO (jump = shell) 57: UO (jump = shell) 58: chomp thing that shoots fire and explodes 59: fire snake thing 5A: UO (moves diagonal) 5B: UO (moves diagonal) 5C: Breaking brick 5D: Tornado 5E: UO (moves diagonal) 5F: UO (moves diagonal) 60: UO (moves diagonal) 61: Blooper 62: Blooper + kids release 63: Big fish spits kid 64: Red cheep cheep 65: Bubbles up 66: Bubbles down 67: Lotus flower 68: Upside down buzy beetle 69: Upside down spiney 6A: Blooper + kids 6B: Jumping brick 6C: Green koopa troopa 6D: Red koopa troopa 6E: Green koopa paratroopa 6F: Red koopa paratroopa up-down 70: Buzy beetle 71: Spiney 72: Goomba 73: Paragoomba 74: Paragoomba + kids 75: Lemmy koopa's ball 76: Red cheep cheep 77: Green cheep cheep 78: Bullet bill 79: Flashing bullet bill Giant world: 7A: UO (big + walks) 7B: UO (big + walks) 7C: UO (big + walks) 7D: UO (rises + jumpkill) 7E: UO (jumps) 7F: UO (rises + jumpkill) -End Giants 80: Red koopa paratroopa left-right 81: Hammer bros 82: Boomerang bros 83: Lakitu 84: Red Spiny Egg 85: Green Spiny Egg 86: Fat hammer bros 87: Fire bros 88: - 89: Chain Chomp 8A: Thwomp 8B: Thwomp left 8C: Thwomp right 8D: Thwomp ? 8E: Thwomp ? 8F: Thwomp ? 90: Turn platform balance 91: Turn platform spin 92: Turn platform stop-spin 93: Turn platform stop-spin 94: Giant ? Block - 3UP 95: Giant ? Block - Mushroom 96: Giant ? Block - Flower 97: Giant ? Block - Leaf 98: Giant ? Block - Tanooki Suit 99: Giant ? Block - Frog Suit 9A: Giant ? Block - Hammer Suit *9B: [09] Charging chuck value = behaviour 9C: UO (grab + kick diagonal) 9D: Fire up 9E: UO (falls) 9F: Parabeetle A0: Piranha plant red A1: Piranha plant green A2: Piranha plant red upside down A3: Piranha plant green upside down A4: Fire piranha plant red A5: Fire piranha plant green A6: Fire piranha plant red upside down A7: Fire piranha plant green upside down A8: Arrow platform up A9: Arrow platform interactive AA: airship fan AB: - AC: Fire left AD: Wrench thrower AE: Moving Nuts AF: Sun B0: Big Cannon Ball B1: Fire right B2: Fire down B3: Turning interactive platform B4: Podobo (follows mario) B5: Coin B6: Bomb B7: Translucent block + slotmachine B8: Bouncing star *B9: Fire stick Spin Type: 0 Center Spin Clockwise 1 Center Spin Anti-Clockwise 2 Clockwise 3 Anti-Clockwise Bar Length: 0 Short 4 Medium 8 Long C Very Long BA: Block-Path BB: Mobile trampoline BC: Shuffle blocks variable BD: Shuffle blocks vertical BE: Shuffle blocks horizontal BF: Clock (doesn't work) C0: UO (grab + kick diagonal) C1: Silver p-switch C2: Grey coin C3: Pow block C4: Empty 0 block C5: SMW goal C6: !-switch C7: stop screen C8: - C9: - *CA: ?? scrolling things down *CB: ?? scrolling things up CC: - CD: Coin status toadhouse block CE: Keyhole CF: Boomerang D0: [0D] Thwimp D1: Torpedo D2: [0D] Boney beetle D3: Falling spike D4: UO (falls) D5: UO (floats left-right + falling down) D6: [0D] (follows wall) D7: [0E] SMW Bat D8: Jumping pipe piranha plant D9: SMW hammer bros DA: Cape feather DB: 1-up bubble DC: Coin Path DD: Big checker block DE: Small checker block DF: SMB1 balance platform E0: - E1: - E2: SMB1 fall platform E3: UO (water sound) E4: Big root *E5: SMW2 Flippers horizontal 0 - left entry 1 - right entry *E6: SMW2 Flippers vertical 0 - up entry 1 - down entry E7: Big spike E8: SMW2 Spin Platform E9: WEIRDSHIT NEEDS ATTENTION EA: - EB: SMB2 Hooper EC: Rip-Van Fish ED: [0F] Flurry (unpickable) EE: [0E] Porcupo EF: [10] Jelectro F0: Monty mole F1: Poison mushroom F2: [0F] SMW2 Baby Pengiun F3: [0F] Stronger penguin F4: - F5: - *F6: weird scroller things again F7: - F8: - F9: E-coin FA: A-coin FB: Spin platform counter clockwise FC: UO (falls) FD: Coin status 1-up block *FE: Venus Fire Trap Vertical 0 - Green Up (1 shot) 1 - Red Down (1 shot) 2 - Red Up (2 shot) 3 - Red Down (2 shot) *FF: Venus Fire Trap Horizontal 0 - Red Right (2 shot) 1 - Red Left (2 shot) 103: P-Wing 104: flashing mushroom *108: object chest 0 - frog 1 - mushroom 2 - flower 3 - leaf 4 - frog 5 - tanooki 6 - hammer suit 7 - jugem's cloud 8 - p-wing 9 - star A - anchor B - hammer C - whistle D - music box E - feather F - boomerang 10 - 1up 11 - 3up *109: instant death spike value = fly type *10A: floating bubble 0 - frog 1 - mushroom 2 - flower 3 - leaf 4 - frog 5 - tanooki 6 - hammer suit 7 - jugem's cloud 8 - p-wing 9 - star A - anchor B - hammer C - whistle D - music box E - feather F - boomerang 10 - 1up 11 - 3up *10B: finish the level *10E: throwable egg value = how many times it's been used (ie, how slow is it too) 10F: walktrhough giant tshell 117: [14] parawiggler 118: green koopa troopa 119: blue boomerang bros 11C: smb flag sprite *11F: lakitu 00 - red 01 - green 121: weird teleport thing 122: SMW ridable cloud 125: Giant Boo Boss 128: [x02] SMB Axe *12A: Boo value = chasing speed 12B: score giver 12C: cheep cheep on land *130: hammer bros platform (unridable) *131: whuh *132: whuh different color *133: note block thing 138: 139: flashing crap 13A: like 138 *13B: makes you pause before entering the screen it's in *13C: *13F: big boo that is nothing *140: weird bouncy thingy 142: touch it and the game resets 143: 142 *144: 147: untakable key 148: 4-way note block 14A: SMB Platform upwards The sprite list was my updated version of someone elses', can't remember who that person is now... (edited by DJ Bouche on 05-24-06 05:48 PM) (edited by DJ Bouche on 05-24-06 05:51 PM) |
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Deleted User Banned Since: 05-08-06 Last post: None Last view: 6431 days |
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now here is a question hackers may be able to find the answer to. Is there any purpose for the coin slots in the wall of the castle in the E-level? The save game that has more E-levels still do not have enough levels with those coins in them so you still come up incomplete. If you got some rom addresses to activate them please share them. | |||
caitsith2 Micro-Goomba Since: 12-11-05 Last post: 6627 days Last view: 6459 days |
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The compression type is an LZ variant. There are two encrypted streams. The first stream stores the Literals and repeat runs, in the range of 0x000 to 0x1FF. Values 0x00 to 0xFF are literals, and taken as is. Values 0x100-0x1FF are repeats. When one of these are encountered, 0xFD is subtracted from that value, and the offset stream gets decoded.
The offset stream ranges are 0x000-0x1FF if Compression level is 0, or 0x000-0xFFF if compression level is 1. A value of 0 decoded from this stream means look back 1 byte, and 0x1FF (or 0xFFF) means look back 0x200 (of 0x1000) bytes in the previously decompressed data. The encryption is the only thing I have not figured out. The basic Idea though, is you compress the data first, maintaining both of the data streams. After that, you then encrypt both streams. The source code to a decompressor I have written myself can be found at http://phpfi.com/86449 |
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PrincessPeach Buzzy Beetle Since: 11-18-05 From: Rüti ZH Last post: 6438 days Last view: 6438 days |
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Originally posted by KeitaroOriginally posted by PrincessPeach Personal Experience, as the GBA has done Yoshi's Island with some little drawbacks and / or jerking or Doom in a hole lot better quality (also due to smaller screen size). Yes, the GBA can do better quality sound than the SNES, but eating processor power, not having that nice low bass filter but allowing direct streaming from ROM. |
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insectduel Lantern Ghost Not welcome here anymore. Since: 11-18-05 From: Bronx, New York Last post: 6674 days Last view: 6468 days |
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Bump, but can you edit e-reader levels using a Save State like the .sgm file on the Visualboy Advance. If so then what offset should I go for both Offset and Sprites for every single e-reader level in a Save State. | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6431 days Last view: 6430 days |
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Editor pls | |||
FreeDOS + Giant Red Koopa Legion: freedos = fritos Since: 11-17-05 From: Seattle Last post: 6430 days Last view: 6430 days |
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For all of us who have flash carts (well, at least I do!), using this information would be awesome, we could play awesome hacks on a portable system (well, besides PocketNES and its bugs in SMB3 and some of the more advanced hacks (Mario Adventure) don't work at all). For starters, it would be neat to modify the levels to once again match the originals (eg, the first obvious change is that the first pihrana in World 1-1 doesn't spit fire). | |||
PrincessPeach Buzzy Beetle Since: 11-18-05 From: Rüti ZH Last post: 6438 days Last view: 6438 days |
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Originally posted by FreeDOS + Mario Adventure does Work. But as my Flashcart is defective and all, I would like to by able to creat e-Levels, so I could just write a new Save-File. |
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DJ Bouche Koopa Since: 11-22-05 From: Bligh Park, NSW, Australia Last post: 6593 days Last view: 6593 days |
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One annoying thing is the e-level engine is somewhat different to the engine used for the SMB3 levels. A bit of converting has to be done to transfer levels between...also there are lost levels (the "lost levels" from the original SMB3), which are still partly converted from their SMB3 form, so they don't work really well...if at all, however they are referenced in the huge SMB3 level pointer table.
And yes, I can too confirm that Mario Adventure works on PocketNES. If you create an ASM hack that will load e-levels from the ROM, or use a different compression (such as LZ77 only), you should be right for toying with the level data (using the info I posted above). I have these..all in unsorted text files, so once I figure out what the hell is what I'll put up the source and possibly an IPS too. I also had one hack where it would load the level from a tilemap of Map16 tiles. (As well as an editor for this), except the problem with these levels, not only are they huge (even with RLE compression), but objects which have sprites as part of their placement routine (such as flag poles, etc), won't operate properly (the flag sprite won't appear, for example). |
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