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Acmlm's Board - I3 Archive - ROM Hacking - Metroid Zero Mission hacking | New poll | | |
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Ramon Bullet Bill Since: 11-25-05 Last post: 6443 days Last view: 6443 days |
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Great
I'm glad to see this isn't dead either, I actually almost forgot it... but only ALMOST. I'll try it out immediately |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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Spread the word! | |||
pikaguy900 Sparky Since: 08-10-06 Last post: 6456 days Last view: 6443 days |
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I hope you haven't given up on this... Is it already complete? | |||
interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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Far from release hell I just put basic door editing in it. And as for me not giving up. I'm taking a break | |||
The Skull Struttin' On In Since: 01-25-06 Last post: 6567 days Last view: 6567 days |
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Looks good Interdpth. Obviously alot of work went into it. Once this thing has a bit more development, and the event system is atleast mapped so we know what the limits of the editor are, perhaps I'll throw together a hack.
Hey, I have a question. I don't know if this is the right place to ask it, as it isn't 100% MZME related, but I have a text-wrap problem in certain programs. I don't know how it happened, or why, but it is very evident when I launch things like MZME, or try to print things. Perhaps I am missing some important dll files, or they have become corrupt. Since Interdpth coded MZME, perhaps he, or someone else here, knows if it is a VB problem I am having or an OS problem. Here is a bit of the problem: (Note the Edit, Layer and View control text seems to be acting like it's formating is being overriden) To the mods: If this isn't an appropriate place to ask such things, I appologise. |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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It's your screen size it's too big right click your desktop choose properties click the screen resolution tab, change the size to 1024 x 768 and it'll look better | |||
The Skull Struttin' On In Since: 01-25-06 Last post: 6567 days Last view: 6567 days |
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Thanks mighty Interdpth, however not even common sense can save me now!
Edit: I found a Windows help forum and resolved the issue. Video card evidently didn't update appearence settings unless I toggled numerous unrelated settings. Again, I appologize for derailing this thread. (edited by The Skull on 10-16-06 12:01 AM) (edited by The Skull on 10-16-06 09:38 PM) |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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Right click again, properties, Appearence, Font size, make sure it's normal or just change it.
If anyone would like to talk to me about MZME if they would like to help in anyway AIM : interdpth msn : kittyhacker@hotmail.com Yeah |
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pikaguy900 Sparky Since: 08-10-06 Last post: 6456 days Last view: 6443 days |
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If you haven't done it already, will you/are you going to make an option to add new maps and rooms to the ones already in there? I'm sure there are people who would like to make more areas than the current maps allow, so why not allow us to create entirely new maps and rooms? You know, add maps and rooms to the current amount of Maps and Rooms, to make a bigger and/or longer hack. Currently, we only have Brinstar, Norfair, Crateria, Kraid, Ridley, Tourian, and Chozodia to edit (unless there's a "DEBUG" map). What if someone wants to use those areas plus Maridia and the Wrecked Ship (from Super Metroid)? If they can't make new maps and rooms, they'd have to take away rooms from a map that already can be edited and use the Kraid and Ridley maps for the Wrecked Ship and Maridia. Having Kraid's Lair on Brinstar's map and Ridley's Lair on the Norfair map makes the game shorter. Having them on their own maps makes it longer, and it allows the hacker to use more rooms for Brinstar, Norfair, and any other area they want to make larger. | |||
interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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I dunno depends on if my hack will need them. What you are asking is a big proposal, I have to move banks of information over usually about 50*(size of header)
then have to find space for the maps it's a big hassal, users should learn to do that on their own. The game has 6 areas. there's a little less or more then 50 rooms per area, that's alot of space. The minimap part requires some amount of ASM hacking, there was room for 4 extra minimaps, but nintendo took them out and they all point to the same space. |
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The Skull Struttin' On In Since: 01-25-06 Last post: 6567 days Last view: 6567 days |
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Originally posted by interdpth You know, I have never done any real rom hacking. (Minor Hexing to experiment with stuff, but nothing at this scale) but I never understood how hard it was to add rooms/increase rom size. Is there a maximum capacity that the CPU will read to and then decide the rom is too big or something? If so, theoretically couldn't some hardcore coding tell the emu/cpu/etc to just "keep going" or "reference another file" or is that the "big proposal" you spoke of. Btw, I got everything working and played around with the editor a bit. Saving doesnt seem to work at all (Except editing music, which crashes the game, and editing room 0 area 0, which crashes the game on startup. Granted I don't know anything about the game's internal coding so I dont know what the editor cannot do/or cannot do easily) but it looks as if the editor, when finished, will be pretty powerful. I'd offer to help, but seeing as I can't even get my own computer, which I have been using for three years, to work right I don't think I am qualified. |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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Ok, well found out the problem it was in the saving clip data area it's been fixed, I need some new beta testers as the other ones kind of vanished on me | |||
Shadowstar Newcomer Since: 10-05-06 From: IL, USA Last post: 6565 days Last view: 6565 days |
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do you think you could whip together somesort of projectile, and item editor. that would be awsome. and paint type editor would be sic too, definately add hotswapping between editing programs like paint n stuff. | |||
interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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Item editor, later the other thing what?
And right now current MZM hacking progress i'm trying to get the lava and water code in ATM |
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Drewseph Red Cheep-cheep Since: 11-21-05 Last post: 6449 days Last view: 6443 days |
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sweet! lava control is a must in an editor!! I can't wait | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6443 days Last view: 6443 days |
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I was wondering, since as a Mac user I Can't open up EXEs, perhaps you could release some information or documentation?
I'd love to see some text tables. Translations ahoyhoy. |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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There are no text tables as far as I have seen. The only one's i've seen are ASCII and they're for SRAM and the credits. Here's all the information I got have fun
These notes were based off the original findings from Jigglysaint I then took what I learn and finished the rest of the stuff. More to come next update finished door notes and add item notes Data room size = 0x3c Room Headers start at: 0x340AD4 Total number of rooms: 329 Pointer table for it at 0xNONE Pointer table for Tileset entries 0x33DFDC I'll just load these according the rooms Tileset number And uncompress on the fly! =D Structure for Room Headers Private Type RHeader bTileSet As Byte 'Tileset Used bBg0 As Byte 'is Foreground on? bBg1 As Byte' is Level on? bBg2 As Byte' is Background on? lBg3 As Long' Is bg3 on effects? lForeground As Long' Pointer to RLE compressed Foreground Pointer lLevelData As Long' Pointer to RLE compressed Level Data lBackGroundObjects As Long'Pointer to RLE compressed Background data lClipData As Long'Pointer to RLE Clipdata lBackgroundImageTSA As Long'Pointer to RLE image data bEnemyIndex As Byte'Jiggly explains further down bSwitch As Byte bSeperator1 As Byte bSeperator2 As Byte lEnemy1 As Long bEnemy1Sprites As Byte bDunno1 As Byte bSeperator3 As Byte bSeperator4 As Byte lEnemy2Sprites As Long notsure As Long TileTablepnt As Long 'Pointer to Tileset Formula = (TileTablePnt - &h8000000)+(btileset*16) bSeperator5 As Byte bMiniMapRoomX As Byte'X byte for Minimap bMiniMapRoomY As Byte'Y byte for minimap bSeperator6 As Byte bTide As Byte bEffect As Byte bMusic As Integer'Music End Type Private Type gTileData Nothing As Long gTiles As Long pTiles As Long BackgroundTSA As Long MainTSA As Long End Type Applies to lForeground ************************************************************************************************************************* RLE COMPRESSED | ************************************************************************************************************************| Applies to lTilesPnt, And lClipdata; ***************************************************************************************** |Level compression is RLE 2 different types Why I have no clue | |Any how the compressions are like this | | | |if the first byte is 0x00 - 0x7F Then the game repeats the next byte that many times | |The other type of compression is 0x80+ folled by the tile/clip | |The way it works is subtract 0x80 from the first number then repeat that | |the tile that many times oh and by tile I mean the ID | ***************************************************************************************** Applies to lBackgroundObjects ***************************************************************************************** Door data: 0x33E614 I'm guessing the struct is 0x8 bytes struct Door{ char SomeByte; char Room//? char DoorCanOpen; char DoorLeadssomeplace; char Dunno; char Dunno; char Room;//Actual Room! }; MiniMap Areas: Graphic:0x40E0C4 Total bytes:10272 I think Palette: 0x411360, make the first value 0 to get it right. Minimap Banks 0840693C 08406B50 08406D34 08406F98 08407178 084072E4 084074AC 0840693C 084077B4 084077B4 084077B4 Random Halts are in every 16 vblanks 8193ADC - Theme song is held here Memory Notes 30013BA-Something to do with Scrolling 30013B8-More to do with scrolling 3000BF3-Controls the option menu 2034000 - Minimap Decompressed data 6001800 - TSA data kept here from the RLE i'd guess 3005450 - Did something really weird scrollwise, didn't update at all 300009C - Foreground controller 30013F0 - Sprite thingie 202D800 - Decompressed Level Data goes here. Music Data 0xc Bytes Table starts - 808Cf70 Pointer to table -822c23C 0x808CF70 0x822B990 0x822BAC6 0x822BC70 0x822BE04 0x822BE85 0x822BF06 0x822BFF0 Scroll Banks 0875FAE4 0875FB34 0875FB64 0875FBAC 0875FBE8 0875FC04 0875FC34 0875FAE0 0875FAE0 0875FAE0 0875FAE0 (edited by interdpth on 10-31-06 04:11 PM) |
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Ramon Bullet Bill Since: 11-25-05 Last post: 6443 days Last view: 6443 days |
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Good to see progress again!
Rising Lava sure is a challenging thing. And, does this actually not belong in ROM Hacking-Related Releases? |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6463 days Last view: 6448 days |
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I see you still haven't figured out the enemy data and event switches yet. It should be enemy1 pointer Long, enemy index byte, event switch, then: Enemy pointer 2 Long, enemy index 2 byte, enemy switch 2 byte, then: Enemy final Long, Enemy index final byte.
So that means there are 3 enemy pointers and indexes. The first enemy pointer changes to the second when the first switch is activated, and the second enemy pointer changes to the third when the second switch is activated. Also, the start of room 00's header pointers is at 75FAC4 |
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interdpth Mole MZM rapist Since: 11-18-05 Last post: 6443 days Last view: 6443 days |
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Ok here's the latest one I have things to jiggly for clearing thanks up,
This look right? Oh and Jiggly would you mind providing the bytes for the door again? Private Type RHeader bTileSet As Byte bBg0 As Byte bBg1 As Byte bBg2 As Byte lBg3 As Long lForeground As Long lLevelData As Long lBackLayer As Long lClipData As Long lBackgroundImageData As Long bWaveSpeed As Byte bSwitch As Byte bSeperator1 As Byte bSeperator2 As Byte lSpritePointer As Long bSpriteIndex1 As Byte bEventSwitch As Byte lSpritePointer2 as long bSpriteIndex2 as byte bEventSwitch2 as byte lSpritePointer3 as long bSpriteIndex3 as byte TileTablepnt As Long bSeperator5 As Byte bMiniMapRoomX As Byte bMiniMapRoomY As Byte bSeperator6 As Byte bTide As Byte bEffect As Byte iMusic As Integer End Type Before and After pics! Old Decompression: New Decompress: |
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Acmlm's Board - I3 Archive - ROM Hacking - Metroid Zero Mission hacking | | |