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Acmlm's Board - I3 Archive - ROM Hacking - Advance Wars - where does it get 'em from? | New poll | | |
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Kyoufu Kawa Intends to keep Rom Hacking in one piece until the end Since: 11-18-05 From: Catgirl Central Station Last post: 6430 days Last view: 6430 days |
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0x0201621A
That's a full copy of the currently shown map in Advance Wars 1. If you edit it in VBA's memory viewer, you'll notice the changes soon enough. Took me long enough to find this. Decided to just export about 16 megs starting with 0x02000000. Then I found it, eventually, in TMV. But this is only half the battle. It doesn't seem to be in the ROM as-is, and an SWI log shows no activity in that area of RAM. Any suggestions? |
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Squash Monster Bouncy Since: 11-18-05 From: Right next to myself. Last post: 6438 days Last view: 6432 days |
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Since the two are so similar to eachother in other respects, do you think it could be using the same compression as Fire Emblem?
In FE, there was a flag byte every 8 tiles. It used the first bit of the byte on the first tile, the second on the second, and so on. If the bit was 0, it treated it normally. If the bit was 1, it was a compressed portion. The compressed portion consisted of a number of bytes backwards and a number of bytes to copy. I think it said that in three bytes, but I don't really remember it too well. The aggrivating part, so I found, was that it started the compression in the header, not in the map. If it's using that compression, you should be able to find where your level data is in the ROM by searching for the first few tiles of the memory version, before the compression could actually do something, just put a wildcard byte in once every eight tiles. Of course, the flag byte could be in one of eight different places. I recomend starting with the place it ends up if there's two tiles before the flag, as I'm pretty sure that's where it worked out in FE. |
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Kyoufu Kawa Intends to keep Rom Hacking in one piece until the end Since: 11-18-05 From: Catgirl Central Station Last post: 6430 days Last view: 6430 days |
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In searching for the ROM version of "Brace Range" I had about ~20 hits for 87 00 21 00 , which is the tree in the top left corner and it's shadow. Any more bytes would give zero results. I too have noticed the similarities between AW and FE, so I'll study each of these hits more carefully, knowing that there's a strip of empty ground right after that tree.
In memory, the first few tiles of Brace Range are 87 00 21 00 01 00 01 00 01 00 01 00 01 00 01 00 01 00 02 00 02 00 21 00 01 00 01 00 01 00 , where 87 is a tree, 21 is a shadow, 01 is the ground and 02 is a small mountain. Therefore, if your theory is correct, only that tree and it's shadow should indeed be findable as-is.
I need a more unique structure ;; |
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labmaster Red Paragoomba Since: 11-18-05 From: Away for exams, back mid-December. Last post: 6506 days Last view: 6436 days |
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Gah, why are we doing this the hard way?
Might whip out IDA and take a closer look at this sucker later. Edit: Okay, most of the stuff above is useless. Actually, all of it really. The game does indeed use a BIOS Decompression function, LZ77UnCompWram to be precise. You probably didn't catch it because it gets decompressed to 02008012 first, before being copied over (part of the function above does this). (edited by labmaster on 12-26-05 05:37 PM) (edited by labmaster on 12-26-05 06:44 PM) |
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Kyoufu Kawa Intends to keep Rom Hacking in one piece until the end Since: 11-18-05 From: Catgirl Central Station Last post: 6430 days Last view: 6430 days |
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A!
How interesting. I still have the SWI log... |
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