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Acmlm's Board - I3 Archive - - Posts by Jigglysaint |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Hi! Unfortuantly I can't tell you where to get roms, as it's against board rules to link to roms. If you try, you should be able to find them on Google, but just keep in mind that they are tehcnically illegal, and thus it is normally against just about every message board in existance's policy(unless otherwise stated). | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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 | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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I hope I am in the credits somewhere | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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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. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Corruptster and Hex Workshop. Most of the time that's all I need for just about every system. I don't call myself the God of Corruption for nothing. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Link's Awakening is stored in ACSCII, but Oracle of Seasons and ages use dictonary compression, meaning all the words appearing in the game come from a long list of words. I haven't found the actual dialouge for the game however. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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As for chaging events, do you mean like which rooms or enemies change after which events, or do you mean coding the events yourself? If you mean the first, then yes, it's very possible. As for changing things like how ridley shows up after getting unknown item 3, that still needs to be found, and I think it's hard coded. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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All that should be editable providing the right stuff is found. I haven't worked with metal doors, since those are sprites as well, but I do know that it involves sprite states.
In MZM, changes are made through sprite states and door states. A sprite state, which a room can have a max of 3, with 2 changes available. In the room in question, the first sprite state has the metal door, and when the event ID switch is activated, the sprites will change that you get the monster and the second metal door. The event that makes the change is triggered when you enter the statue room. The events can be changed by just making the sprite state trigger upon getting the long beam. There are many events. Each item statue, plus it's locator statue, which means you could make it so you have to find a locator statue before you can get the item. I need to make a list of events, but there are a lot. Just about anything you can do can trigger other events, it's pretty good. Door states are used if you want to physically change the room. Basically, it consists of a region value, the value of the door to be replaced, the switch which is an event ID that makes the change, and the door value that replaces the old one. It has to be done on all entrances to the room to make it totally changed, but otherwise is pretty good. In the end this makes SM's events look like crap. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Originally posted by Dragonsbrethren Some bad news and some sort of good news: The bad news is that chozo statues with items, except for space jump and plasma, are all facing the right, which means it's not possible to make item rooms that come off from the left, unless you plan to have Samus go over the statue then get the item. The good news is I've located some Chozo statue code, and did manage to flip the statues arround, but all of them flipped. With some hacking it could be made so each statue could have a custom flip so this problem could be fixed. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Yes it's possible, thanks to me locating Kraid's and Ridley's code. As for the editor, well not yet. There are a lot of extra stuff I've got to see if I can find. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Originally posted by zhaDe |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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BTW, Wily 1 is the Great Palace from Zelda 2.
Edit: I am at the guts dozer, and the only thing that works is crash bombs, which do crap damage. Is there any other weapon that will work? (edited by Jigglysaint on 04-24-06 08:57 PM) |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Possible, yes. Can I do it? No. You get the second suit by beating the Chozo Guardian, and it comes with free varia and assumes you've picked up gravity(so apparently unknown item 3 is kind of useless). I think the best thing to do is to try and get the unknwon items to work with the power suit.
It would be good to get rid of the suitless sequence, and maybe make the power suit obtainable and have you start off with no suit and the emergency pistol, which is basically free bombs. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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All statues except for the unknown item statues share the same graphics, as far as I understand. I think this was done on purpose, since there were no left facing statues in the origional metroid. I think currently it's all or nothing, either all of them get re-faced, or none of them get refaced. Of course, if there was a way to let each individual statues to use the unknown statue graphics(since 2 of them do face left), then that could be arranged. I will have to take a look. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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I am Jigglysaint, and I've been in the community for nearly 5 years, although I do not actually release hacks but rather concentrate on inspiring the production of level editors by finding as much data as I can for games that interest me.
1.What draws you to the ROM hacking community? The community is a great source of information. People come, and they post their findings, and share their untilities and hacks with others. Also, some of the people are not half bad. 2. Do you think playing/modifying hacked ROMs should be more user friendly? Some of the editors, like SMW and SMILE, have a slight learning curve, but it's not impossible to figure out. Hex editors and rom corruptors are less user friendly, so I would say that good documentation to use them effectivly are more important than making existing editors easier to use. 3.What are the advantages/disadvantages of ROM hacking vs. ripped sprites with code written from scratch? Well since I don't work with code and ripped sprites, I would have to say that for the most part, rom hacking doesn't require you to learn how to program. It's actually good that way because a person who knows little about ASM code can make a good hack. You can apply your talents to rom hacking. Maybe you aren't good with graphics, like myself, but you can make up for it by taxing the existing engine to it's limits, or maybe even partly re-write the engine. 4. Do you think there are limits to what people should be allowed to do with their games? No. People should only be limited by what they are capable of doing. Of course I'd draw the line at a rom hack that acts like The Ring when played. That would be going too far. 5.What do you think about the future of the ROM hacking community? Well the hacking group wars are pretty much over, and I hope people will take a more united apporach to the community rather a more reserved clique approach. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Originally posted by AlexAR I think inter is working on things like background rendering, and enemy grapics support is a must, as well as sprite index editing. I think Smile has this allready, so maybe it is possible, but first minimap editing should be implement first. Item power ups, believe it or not, is actually part of the level data itself. See, some tile attriutes are saved in ram when cleared, and items are the same. The 4 upgrade tanks are included, and upgrades are sprites that are changable depending on the sprite index. Also, you can't have more than one item per square or else the minmap will mess up, as when an item is obtained, it advances that square by 1. Just remember that Metroid Zero Mission is not at all programmed like the origional metroid, but rather shares a common engine with Metroid Fusion in the style of Super Metroid. So if Smile can do it, MZM should be able to as well, considering engine limitations. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Right. Since fully power suit automatically grants varia and gravity suit(even if you don't get the item), it means that the event data has to be cracked in order to do that. If you were to get the full suit before any unknown items, they would instantly translate as if you had just got the suit.
As for the Brinstar Worm, the charge beam is it's own spirte, so you could possibly disable the item from being obtained by making it spawn maybe a null item. I am going to take a look, and maybe I can make it cough up the power grip or morph ball instead. As for laddrs and junk, not likely as they most likely just built a new game with the engine, maybe saving and mixing up a few attributes. Like a megaman game, each game has core elements, but that doesn't mean the games are interchangable nessicarily. I can say for sure the room headers and level data are the same as in MZM though. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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That's fine you don't know ASM, gameboy games aren't written in assembly. However, if anybody does know some ARM or THUMB, that might come in handy. | |||
Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Hey, Fusion was great, but as an adventure game it was too linear. Part of the charm of Metroid was getting a new powerup and going back to a place that needed it so you could get more tanks or find new hidden paths. In Fusion, most of the item collecting was reserved untill the end. In MZM, only about 10 or 11 items were obtainable after exiting chozodia and going back to the main section of Zebes, and even then some of them could be obtained earlier(like early super missiles in Crateria).
Anyway, good to see the editor progressing. I've felt so privilaged to be able to use all this wonderful data I've found and have it used for a good purpose. |
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Jigglysaint Octoballoon Since: 11-19-05 Last post: 6314 days Last view: 6299 days |
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Trust me guys, this game is totally worth it. It is by far the largest SM hack ever. |
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Acmlm's Board - I3 Archive - - Posts by Jigglysaint |