(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
05-14-24 08:47 PM
Acmlm's Board - I3 Archive - - Posts by Jigglysaint
Pages: 1 2 3 4 5 6 7 8 9
User Post
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-09-06 03:52 PM, in Zelda II Information Link
A couple ASM related offsets:

1DE29: This tells the game what item to load after beating a boss. However, the game is set to only recognise a key. Set it to anything else and scrolling will be frozen. There must be a compare value to check to see if taking the key unsets ram value 728, which is set to 01 when you initate a boss battle.

1385C - This is the item that appears when you slash certain statues(sprite 05 in palaces). Keep note that it re-appears, but if there was a way to make it so it doesn't appear again, it could be useful for hiding keys and stuff.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-11-06 07:20 PM, in Zelda II Information Link
No I don't. You will have to link to the site though. If you can't, google it and if you still can't, then most likely it's not true.

However, creating an item that does keep the shield spell on at all times should be possible, except that all the item slots are taken. Actually this would be a good idea. You could have an item that increases your jump, one for shield, one for fire, and I think that's it. The rest don't work that way.

As for sprite 05, I do mean that hitting it will reveal the item you want. See, when sprite 05 is hit, it actually changes to sprite 01, which is an item, but it also has a spot for the item's index. You can easily change the item index to make it drop anything you want, even 1-ups.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-12-06 02:12 AM, in Hacks you would love to see... Link
A while back I made a blaster master hack of the first level to look like Brinstar(just the overworld). It was actually pretty cool since it made creative use of jagged scrolling(jagged scrolling is when a room is not totally horizonal, vertical, or multi scrolling, but combines all 3, not easy to do in Blaster Master).

I also want to see more hacks for Zelda 2, especially some ASM hacks. Oh yeah, and some Oracle of Seasons, Link's Awakening, Metroid Zero Mission, and any other game I took lots of time to rape it into submission.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-15-06 03:44 PM, in Zelda II Information Link
Post some offsets. I think I'll take a quick look before I go out today.

Okay, the editor does show the right data, but you have to manually scroll though thousands of byte to get them to align with other maps. I found that the start of the death mountain locations is at 610C for the Y, 614B for X, 618A for Z, and 61C9 for W. All are hex addresses of course. As for the some warps, the world number tells the game what world to load from. Of course the 4 overworlds go from 0 to 3, and palace 1 is C. I'll have to figure out this stuff, but a lot of it is self explanitory.


(edited by Jigglysaint on 03-15-06 03:17 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-16-06 11:53 PM, in MegaMan in the Mushroom Kingdom Link
That is pretty good, but why megaman 1? I would have picked 3 because there is more in the game. I guess I can understand, as 3 has more bosses, but it would have also had less engine constraints.

Let me guess, bombman's stage is now run by mouser?

Edit: I can't download. Can you upload it somewhere else? That site seems to block my browser.


(edited by Jigglysaint on 03-16-06 10:55 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-17-06 07:38 PM, in Zelda II Information Link
I believe each container adds 16 hp, and link starts with 7f woth of HP. 7f + 3f is BF, which I think is the in-game max. However, there is a certain point where too many containers will glitch the game.

Right now I am doing more research on palace petrification. So far, I've found that when the nessicary bits are set in ram(crystal set and item gotten), the row that's selected will be replaced with byte 0B in ram. Now, unless the row is only 1 tile big, it will mess the overwold up. If I can get that 0b changed to another tile or length, then it should be possible to have things like roads opening up after finishing a palace, or caves appearing, or things like that.

Edit: You can't have more than 256 hp, which means you can't add any extra health. Best thing to do is to maybe make that red ring that acts as a perma-shield spell. I did some fiddling, and found the byte that determines what enemy ist ransformed when you use Spell. I think the wizards for the 2nd 4 towns might have a compare set up so there is a minimul you need. Since you start with 4 containsrs, I bet that each town looks to see if you have a container that matches it's order. For example, if you hacked out all but one container, only the first town will give you a spell. I need to test this.

Edit: I confermed that you do indeed need the MC number for each town. So fofr example you need 1 MC for shield, 2 for jump, 3 for Life, ect. However, since you start with 4, the wizards won't tell you to come back, but will just fail to set the bit for the spell usage. Also I think othes use this as well, like the lady in New Kasuto who gives you a magic container if you allready have 7(it's the 7th town and gives you the 7th spell).


(edited by Jigglysaint on 03-17-06 09:37 PM)
(edited by Jigglysaint on 03-17-06 09:45 PM)
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-18-06 01:54 AM, in Megaman X level data Link
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.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-18-06 10:27 PM, in Megaman X level data Link
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.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-19-06 01:24 AM, in Zelda II Information Link
Well, I am not sure about much of the stuff you've said, but so far I've found a few things:

First of all, it appears as if certain events, for example the spot you play the flute to open the 6th palace has an east and a west hyrule entry. The river demon also has 2 entries. Funny thing is I can change which tile is affected by the flute, but it doesn't change the barrier from non-walkable to walkable. Also the byte I altered was for east hyrule, so it only changed there. This is good though, as this means that there could be room to have different events(all triggered by link's position and maybe a d-pad entry) for different areas of the game.

As for petrification, I still haven't figured it out yet, but I do know that when the conditions are set, that is 2 certain bytes in ram are set, the place where the rock is to appear will change to 0B. It might be possible to change it to somthing else, but as a general reminder, usually ram updates like this require both graphics and physics changes in 2 different ares. That means you could most likely change the way it loks, but not the way it acts unless you find the other byte. As for adding these, it might be possibe depending where the code is. There are 6 palaces, but 8 items. I bet you could add in 2 extra max, but it would trigger upon getting the item not beating the dungeon.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-20-06 01:24 AM, in Zelda II Information Link
I don't think you can change how man MC you need for a spell, since my guess is that it's linked directly to the town number. Remember that in the first 4 towns, even if you don't meet the requisite MC's, the game assumes you do and gives you the message as if you had them, yet doesn't give it to you. The best option I see, is re-do all the spells so that powerful one is first on the list, then lock it away with an item you need to find, like the child or trophy.

As for palaces, I haven't looked, but I bet that each petrification event looks to see of 2 bits are set, then follows the routine. I don't know where in the rom the events are stored.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-21-06 09:08 PM, in My Metroid Zero Mission notes Link
"|if the first byte is 0x00 - 0x7F Then the game make it so the next bytes according to the ammount specified are each 1 tile or clip ID | "

Correct'ed
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-24-06 12:41 AM, in Mario Adventure 2: Luigi vs Mario Link
How about ice powerup triggers question blocks? I really can't think of any better ideas. As for suits, how about a Pirana plant suit? Dunno what kind of powers it would have, but it could be pipe related.

OMG! Bowzer suit! Yeah, if you press the attack button you fire bowser's flame attack, and if you press up and attack, you fire a laser like you see in his castle. Another idea could be a flame shield, where Mario or Luigi sticks out one of those airship flames out in front of him somehwere near his legs while he rams enemies with a giant flaming....um, flame.

Oh, I know, ice power makes you immune to flames! Actually no, better yet, ice power lets you absorb flames as coins! Imagine on an airship, and you walk into an airship flame. It goes poof, and you get a coin just for touching it.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-24-06 08:07 PM, in SuperMetroid: Redesign Size comparison to original Link
It's so nice to see this one come along. I am certainly looking forward to this hack, and yes Norfair looks so huge I can't believe it's only one area!
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-25-06 12:56 AM, in Zelda II Information Link
Oh, I found the drop table for both types of enemies. Each enemy type drops 1 of 8 different items. It's at 1e880. If you change this you could make it so enemies randomly drop things like 1-ups, keys, items, or other enemies! Notice that it uses different values than normal. I'll have to look into it more.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-25-06 02:37 AM, in Zelda II Information Link
Maybe the game checks to see if there is enough tiles on each row before going to the next. So it's like it keeps going untill one line of blocks is filled, then it goes to the next line automatically.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-25-06 08:40 PM, in Zelda II Information Link
So basically, you have to make sure that all the bytes for the row equal to the right number or they will mess up? So if one row is 3F tiles long, that means the game makes it so the next series of bytes must equal 3F in tiles before going to the next row?
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-26-06 01:16 AM, in Mario Adventure 2: Luigi vs Mario Link
What about a powerup that enhance the current suits? I don't know if it would work because of sprite issues, but a powerup that lets you fire one more projectile.

What about a powerup that could check to see if a pipe is enterable? It sounds complicated, but it's an idea.

Hey wait, how about a tornado summon item(that is, if the tornado still exists)? In fact, item summons sound cool. Imagine summoning a platform lift or an ice block, or a vine? It could be like a random one that would make any mobility related sprites, even those spinny lifts(could be useful, who knows?).

Or, how about an item that gives you a bonus card if you have less than 2 in your inventory? It would be random, which really doesn't matter because the point would be that one less goal card is needed for a bonus level.

Earthquake attack that stuns all enemies like a giant hammer bros.

What about items that do game genie effects, like use it before a level and the level changes somehow, like a cloud walkway appears.

How about a powerup that reverses gravity for enemies? They all float up or maybe get encased in a bubble and pop after a while. Might be useful to coax certain enemies into position to jump on.

How about an item that lets things like fireballs smash blocks and collect items from ? blocks?
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-27-06 03:22 PM, in Mario Adventure 2: Luigi vs Mario Link
I like the idea of changing pointers. In fact if you wanted to make additions to a level after a condition is set, this would be a good idea. I was allready thinking about Zelda 2 and how the level data is set up that what if somthing happened that make the level add 1 or 2 extra objects to the room, like if you got an item or somthing.
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 03-28-06 12:14 AM, in SuperMetroid: Redesign Size comparison to original Link
To all who question if this hack will be like the other crappy hacks out there:

He's doing way more than editing levels. He is stretching the SM engine to new limits. Think Jman's hack, except this one will actually get finished!
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6314 days
Last view: 6300 days
Posted on 04-13-06 07:10 PM, in Megaman X level data Link
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.
Pages: 1 2 3 4 5 6 7 8 9
Acmlm's Board - I3 Archive - - Posts by Jigglysaint


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.023 seconds; used 439.94 kB (max 561.25 kB)