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04-23-23 06:41 PM
Acmlm's Board - I3 Archive - - Posts by giangurgolo
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giangurgolo
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Since: 11-23-05

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Posted on 12-03-05 08:55 PM, in Donkey Kong Country data Link
I've recorded a lot of data on the DKC rom in these documents.

They include full lists of level and bonus bytes and a near complete list of object bytes. The bananas are mapped seperately from the objects since there are so many of them, and the bytes are assigned by banana groups. The offset list contains the offsets for the object/banana maps and there is a near complete banana group byte list in that link.

The tilemaps for the levels are usually grouped together by theme. For example, the forest/treetown levels are back to back in one bank ($030000) while the jungles are found in another ($190000). Apparently these are all uncompressed. There is a listing of tilemap offsets for the levels/bonuses (incomplete).
giangurgolo
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Posted on 12-06-05 04:46 PM, in Donkey Kong Country data Link
Thanks Gavin.

Most of this stuff was found through snes9x debugger trace logs, but the palettes were found using vSNES and SNES palette editor.

Only the water levels and Slipslide Ride (which are now included in the tilemap doc) are stored in horizontal rows. Looking at a trace log they use a different function for storing tiles. Of course, somewhat akin to what Gavin referenced, the tile "map" as seen in the zst at 2E413 is not the map documented in the .txt file I linked, but a map of the tile SET values (which are each 8x8 tiles I think). I found the tileset for the jungle, but it is not in the same order as in the zst which is mapped according to the particular level.

The tilemap document should have the bytes for the level theme offsets. Say you want to use the ice cave theme for Jungle Hijinx, you would need to change both the BG1/2 theme and the BG3 theme. Of course you'd have to change every tile on the tilemap seeing as how the ice cave tiles have different physical properties than the jungle ones, and you'd probably fall to your death if you aren't careful.

The palette doc now includes all (may have missed some) object palettes.

Be sure and check out the rom offset list, which references the offsets for level start coordinates, level entrance styles, and screen parameters (how long/short/high the level is, since common levels all share the same full map; also included are the points of the level where the screen scrolls in a particular direction at a certain point).


(edited by giangurgolo on 12-06-05 03:48 PM)
giangurgolo
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Since: 11-23-05

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Posted on 12-13-05 10:16 PM, in Donkey Kong Country data Link
Originally posted by Link2006
...........Sigh. I wish I knew what offsets to change Donkey and Diddy 1P colors to 2p Contest colors in a 1P game.


check the palette doc

tiles and banana sets are much easier to identify through screenshots than wordy descriptions, so I arranged a banana set chart and a complete tileset collection linked on the main page

don't link to the tileset file anywhere; host it on your server, I implore you, because it is a large file that will crush my bandwidth if attacked by several different referrals at one time
giangurgolo
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Since: 11-23-05

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Posted on 12-13-05 11:18 PM, in Donkey Kong Country data Link
essentially they are bananas, they just use a different sprite and the code determines the counter

there are two places in the code for this: one to determine the sprite and the other to determine if the banana/token count should reset after gathering 100

this code: 80A35C80, lets you gather 100+ bananas


(edited by giangurgolo on 12-13-05 10:19 PM)
giangurgolo
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Posted on 04-09-06 09:10 PM, in General Project Screenshot Thread Link


function demo patch

this includes the muscle patch and a custom event and monster, plus a custom battlescript

load the ZST and talk to the lamp


(edited by giangurgolo on 04-09-06 08:10 PM)
giangurgolo
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Since: 11-23-05

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Posted on 06-23-06 02:13 AM, in General Project Screenshot Thread Link


function demo v1.1

this includes all of the same features as before, with the use of a dummied monster with custom battle effects and animations
giangurgolo
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Since: 11-23-05

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Posted on 07-03-06 07:46 PM, in Possible to Expand SMRPG Rom? Link
To expand SMRPG using Lunar Expand, you'll have to change the byte at offset $007FD5 (23h) to 20h which changes the mode so that LE will not recognize the SA1 chip (normally refusing to expand it).

You'll have to choose either 48Mbit ExLoROM(6MB)2 or 64Mbit ExLoROM(8MB)2.

When you're finished expanding it you'll have to change the 20 at 7fd5 back to 23, then go to offset 407fd5 and change the 20 to 23 (this is for the new banks).

If you want to expand it manually in a hex editor, go to offset 7fd7 and change the 0C to 0D (this makes it 64Mbit).
Then add either 200000h bytes (for 48Mbit) or 400000h bytes (for 64Mbit) to the end of the ROM. Next, copy all bytes from offset 0 - 7FFF and paste at 400000-407FFF so that 400000-407FFF is a direct copy of the first 8KB of the ROM.
giangurgolo
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Since: 11-23-05

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Posted on 07-04-06 02:50 PM, in Possible to Expand SMRPG Rom? Link
I see. Is there any documentation on bankswitching for the SNES, or are there any hardware registers that affect whether the CPU/SA-1 reads from 000000-3FFFFF or 400000-7FFFFF? I've searched and haven't found anything detailing or even mentioning this, although I might be searching for the wrong thing and/or looking in the wrong places.

Thanks.
Acmlm's Board - I3 Archive - - Posts by giangurgolo


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