Register | Login | |||||
Main
| Memberlist
| Active users
| Calendar
| Chat
| Online users Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album |
| |
0 users currently in ROM Hacking. |
Acmlm's Board - I3 Archive - ROM Hacking - Megaman X level data | New poll | | |
Add to favorites | Next newer thread | Next older thread |
User | Post | ||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6432 days |
| ||
the first time I hack a game wich there no editor for...
here the stuff I found: 0x9B110 is the start of the lunch octopus level data(I used it for testing since tile are easy to reconize). the data aren't compressed and use a simple tilemap system(each tile are 2 byte long and byte are shifted) exemple: |0000|0000|0000|0000|0000|0000| |0000|0000|0000|0000|0000|0000| |0007|0007|0007|0007|0007|0007| |0008|0008|0008|0008|0008|0008| |0003|0003|0003|0003|0003|0003| |0003|0003|0003|0003|0003|0003| give this: Each tile are 32x32 in size, the 16x16 tile used for making the 32x32 is determined by something I call the 'Map32'(cause it renember me LM Map16) the start of the Map32 data for the intro level is at 0xB442B, the format got like this |0002|0003| |0008|0009| I didn't fully experimented with it yet but I believe map32 data for tile start at: starting adress of data+number of tilex8 that all for now, I will continue to gather data Edit:removed transparancy in my layout for better picture viewing (edited by Bio on 03-17-06 09:15 PM) (edited by Bio on 03-18-06 09:22 PM) (edited by Bio on 03-18-06 09:22 PM) (edited by Bio on 03-18-06 09:29 PM) |
|||
NetSplit Paratroopa Since: 11-18-05 Last post: 6594 days Last view: 6594 days |
| ||
I do know that MMX level data had already been gathered at one point, but sadly no one ever created an editor to make use of the data. As you found, the format is similar to that used in the NES Mega Man games. I'm unsure as to whether the TSA data had been found before, though, so that's good to see. Regarding how it works, usually what Capcom tends to do with their TSA data (at least in NES games) is define 16x16 blocks which are then used to construct 32x32 blocks. Although I would not be surprised if it were different because this is SNES, it may still use that very same format (especially since its level data is done that way).
Good luck in finding more. |
|||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6452 days Last view: 6437 days |
| ||
It's basically the same as the nes, except the way levels are put together are a lot different. It's not done screen by screen, but is basically lengths of level that are bound together with scrolling events of some sort. So far nobody has been able to fully decode the scroll data to make a level fit enough for a hack. Also, the sprite data still has yet to be found. | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6432 days |
| ||
Originally posted by NetSplit I never hacked a megaman game before, I just noticed it when I disasambled the level loading routine as see here: A,X and Y are 16 bit, Y is the tile number and X the location of the tile LDA [$20],y STA $7E2000,x INY INY LDA [$20],y STA $7E2002,x INY INY LDA [$20],y STA $7E2020,x INY INY LDA [$20],y STA $7E2022,x ...and that how the 32x32 block are assambled from 16x16 tile Originally posted by NetSplit I would have started making a editor but...I don't know other programming language than 65816 ASM Edit:screenshot: in case you wonder, that water in the top of screen is a unused beta tile (edited by Bio on 03-18-06 09:14 PM) (edited by Bio on 03-18-06 09:15 PM) (edited by Bio on 03-18-06 09:15 PM) (edited by Bio on 03-18-06 09:20 PM) (edited by Bio on 03-18-06 09:20 PM) (edited by Bio on 03-18-06 10:59 PM) |
|||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6452 days Last view: 6437 days |
| ||
Well maybe the best way to encourage somebody to build an editor is to find as much data as possible. Since you said you are familar with ASM, try to find as much data as possible, including enemy placement, upgrade capsule locations, scroll data, and the like. | |||
insectduel Lantern Ghost Not welcome here anymore. Since: 11-18-05 From: Bronx, New York Last post: 6675 days Last view: 6470 days |
| ||
I hope you find the level layer backgrounds. | |||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6432 days |
| ||
I already found them but I didn't noted them they start at the end of each level data and work the same way
Edit:found the data that already been found link Edit2:more (edited by Bio on 03-20-06 09:28 PM) (edited by Bio on 03-20-06 09:29 PM) (edited by Bio on 03-20-06 09:35 PM) |
|||
zhaDe Newcomer Since: 04-13-06 Last post: 6613 days Last view: 6613 days |
| ||
I have started making a mmx3 editor since the gfx compression algorithm has been found, tho I still have a problem.. I cant find the palettes so I can only display hardly recognizable gfx.
I have made a small app in vb which can edit enemies and objects in intro level. Its tough to use tho cuz you need to know how the objects are stored in the rom. anyway if someone can find the pallettes I think I could make an editor to edit tiles and later enemies and objects btw sorry for bringing back an old thread |
|||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6452 days Last view: 6437 days |
| ||
For megamanx3, I have a fair bit of information, although not palletes unfortuantly. I also can't seem to find the scroll data, although I found level order, and the starting screen's scrolling. | |||
zhaDe Newcomer Since: 04-13-06 Last post: 6613 days Last view: 6613 days |
| ||
elixirnova's editor source code should be helpful. Jigglysaint whats that you call "level order" ? | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6452 days Last view: 6437 days |
| ||
It's the data where the level is organized into what you see in the game. Instead of per room, the rom takes chunks of level data and organizez them into rows of screens. So it would grab like 5 screens in order and stuff. I haven't been able to decode it yet, so I can't really say much else. What I can say that it's vital information nessicary to making a good quality level hack. Unfortuantly though, without the scrolling data, things are still rather limited | |||
zhaDe Newcomer Since: 04-13-06 Last post: 6613 days Last view: 6613 days |
| ||
k0lpa@hotmail.com
..^ thats a zero I found the scrolling data for the first room too, its in the same place as the enemies and objects, tho I never found how to make it scroll in another way.. I was just able to disable it so u were stuck in the 1st room or make it so u could come back in the first room after going in the 2nd.. anyway nothing really usefull. Could you give me the address where the level order data maybe I could find how it works. (edited by 1248 on 04-16-06 01:40 PM) |
|||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6452 days Last view: 6437 days |
| ||
I think what you found was sprite data that tells the game what scroll to cue up. I think the actual data is defined somewhere else. Do you have an offset? As for room order(most of my data is for Crush Crawfish), it's at $1AFD68. I think 4 bytes makes up one block of level data. If you find anything let me know. I think it corrosponds to the level data somehow but I am unsure. | |||
zhaDe Newcomer Since: 04-13-06 Last post: 6613 days Last view: 6613 days |
| ||
I think your right about what I thought was the scrolling for the intro level its only sprite data... As for the room order the format seems pretty weird, only changing 1 byte screw up the whole level. A strange thing also.. dont know why but changing a certain byte to 00 (think it was $1AFD6A) makes it so u cant shoot nor slide in the crush crawfish level and the only way to jump is to press L + R. | |||
zhaDe Newcomer Since: 04-13-06 Last post: 6613 days Last view: 6613 days |
| ||
My editor is not really more helpful than a hex editor it only displays the bytes of one object per line.
if you are looking into changing enemies, the object type for enemies is 03 (not all 03 type objects are enemies tho..) for example the first enemy in the game is : 1E50B0 : 03 B0 04 08 01 98 8B 60 the 4th byte is the kind of enemy, 08 is for that round purple enemy with a canon on the head the 5th byte is a tag depending on the kind of enemy, for example if 4th byte is 08 and 5th byte is 01 the purple enemy can jump around instead of only standing still you can try to change the 4th byte to get different enemies but be sure the enemy is normally in the same level or else the graphic will be corrupted because the game only loads the graphics and pallettes of the needed ennemies for a level. I only know another enemy, 0B, its the second enemy encontered in the game that green thing which crawls on walls and shoots plasma or something like that. I have made a new version of my object editor ( the old one had tons of bugs.. ), I also added a level map display which shows the room arrangement but it is still incomplete. ~ et en passant ! c'est qui le 3e ? (edited by zhaDe on 04-24-06 01:24 PM) (edited by zhaDe on 04-24-06 01:29 PM) (edited by zhaDe on 04-24-06 01:32 PM) |
|||
C:/xkas bio.asm Compiled ASM code Since: 11-17-05 Last post: 6432 days Last view: 6432 days |
| ||
Originally posted by zhaDe moi ca fait beaucoup de temps que je n'ai pas touché au donné de MMX, mon hack de smb3 prend tout mon temps (edited by Bio on 04-24-06 01:35 PM) |
|||
zhaDe Newcomer Since: 04-13-06 Last post: 6613 days Last view: 6613 days |
| ||
Moi jai presque jamais rien hacké dautre que mmx3. jaime juste trop ste jeu la.. jlai passé tellement de fois, ca srais trop lfun pouvoir jouer dans des nouveaux levels ! | |||
Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6432 days Last view: 6432 days |
| ||
Originally posted by Bio Heehee |
|||
zhaDe Newcomer Since: 04-13-06 Last post: 6613 days Last view: 6613 days |
| ||
lol, always tought this boss looked quite tasty. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6452 days Last view: 6437 days |
| ||
Originally posted by zhaDe |
Add to favorites | Next newer thread | Next older thread |
Acmlm's Board - I3 Archive - ROM Hacking - Megaman X level data | | |