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Main - ROM Hacking - Hidden rooms in Kirby's Adventure New thread | New reply

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BMF54123
Posted on 04-24-07 12:04 PM (rev. 4 of 04-24-07 12:13 PM) Link | Quote | ID: 29494


Buzzy Beetle
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While playing around with the level number ($55E-$55F), I stumbled upon a few interesting rooms...

Level 007

Possibly the original design for the Warp Star rooms? The first 7 doors lead to each of the 7 worlds, while the last (bottom right) door...does nothing.

Level 0A8

Woohoo! A developers' room! The ladder pieces actually represent the numbers 1-7 in binary, a cute little touch.

Upper left door: level 007 (warp room)
Door 1: level 013 (Dream Spring)
Door 2: level 13D (Meta Knight test arenas)
Door 3: level 138 (intro level)
Door 4: level 145 (?)
Door 5: level 139 (miniboss test rooms)
Door 6: nothing
Door 7: more nothing

Level 013

The Dream Spring. No sprites, no exit.

Levels 13D-144

These appear to be test arenas for the Meta Knight minion battles, except...no one's home.

Level 138

It's the intro level used to show off Kirby's abilities! All the enemies are here, as well as the Warp Star (though it doesn't work the same here). It uses the boss battle theme for some reason...

Levels 145-146

Two unused rooms. The puzzle in the first one is a doozy--you have to enter the room with the Stone ability, pound the stake to the left of the cannon to start breaking the walls, quickly inhale the trapped enemy, and jump in the cannon while the laser is still bouncing off the walls (a block pops out of the ceiling to block your laser shot if you're not quick enough). Both the cannon and the door in the upper left lead to level 146, which looks kind of familiar...I think there's another, similar room in the game that has a 1UP in the empty center square. These rooms also use the boss battle theme...weird.

Levels 139-13C

Four strange-looking miniboss rooms. The door in the corner of each room simply leads to the next room (except 13C, which leads back to 0A8). It looks as though the background tiles were supposed to resemble something at one point, but the original tiles were overwritten. This, combined with the fact that there are only 4 bosses, seems to indicate that these rooms were created fairly early in development.

If you want to see these for yourself, you'll need to use FCEUXD (or any NES emulator with a debugger). Go to Vegetable Valley, stand in front of the door to level 1, then set a write breakpoint on $55E and go in the door. When it hits, set the X register to the low byte of the desired level number, and the Y register to the high byte (or step forward twice and write the 16-bit number to $55E-$55F).

I have a feeling there are more unused levels in the game...

____________________
[citation needed]

setz
Posted on 04-24-07 12:56 PM Link | Quote | ID: 29500


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fuck~
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well thats pretty sweet of you BMF.

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Shiryu
Posted on 04-24-07 11:05 PM (rev. 4 of 04-24-07 11:25 PM) Link | Quote | ID: 29602


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Those two warp rooms are cute... I don't remember seeing the tileset of the first one anywhare... (I completed the game a few moments ago, by the way) It looks like the rest of rainbow resort but the bubbles and fence are not anywhere else I think...

The dream spring... I think it's becouse is the same room used always, but there's something that changes which sprites are there...

(*)Some of the test arenas (If not all) are actually used in the game, but with different tileset. Maybe is just layout desings, or maybe those levels load those layouts. They are 4-5-6-3-2-?-?-?. The unknows ones might actually be unused ones for 1 and 7 (in thse levels metaknight just pops out in middle of a stage with a lollipop) and possibly proff that they might though of a world 8 (come on, it clearly says WORLD 8, there might even be stuff of that...)

The intro level using the boss music makes me thing it's the default music or something.

Those two puzzles look really interesting, specially the first one. Teir difficulty looks more high than the rest of the ones in the game, that might be why they were scrapped.
Again, I'm still thinking of a possible world 8...

The bosses are definatively very early stages. either to test stuff or to make a teaser video or something.


A hack of this game would be awesome...

(*) EDIT:




See what I mean? The three remaining rooms might correspond to the three (if we count level 8) remaining levels. The door may have been putted there becouse it used to lead to a room that the programmers used to access the other ones easily. (see that the door in the game isn't in those places)

Yes, I know every single pixel of this game ^^;

____________________
Generated a 991044 foot, 10.4-inch twiggy catgirl with orange hair, who weighs 315,239,939,065.9 pounds and has soft A-cup breasts, and it only took 0.00031 seconds.

HyperHacker
Posted on 04-25-07 03:07 AM Link | Quote | ID: 29830

...
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Aren't the doors in the "unused" rooms right where they would appear when you defeat the boss in the used versions?

Ice Ranger
Posted on 04-25-07 03:50 AM Link | Quote | ID: 29884

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Awesome! I actually beat this game on the Wii this weekend on both modes. Upon doing that, I wanted to hack the game, or at least start documenting RAM and ROM addresses.

I'm definitely going to use that information BMF posted to figure out some stuff.

Googie
Posted on 04-25-07 04:53 AM Link | Quote | ID: 29925


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Wow, that's pretty neat, awsome work BMF! I'm gonna have to set my heart on finishing this game, since I never did beat it.

Posted by Ice Ranger
I wanted to hack the game, or at least start documenting RAM and ROM addresses.


Good news for you Icey, you'll find a couple of docs in here I'm sure you'll like it alot.

____________________
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Proto K
Posted on 04-25-07 06:02 AM Link | Quote | ID: 29948


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I've found some other unused rooms.

014 to 017 seem to be unused ability select rooms. They all play the boss battle music.

014 has Major Freeze, and the exit leads to Orange Ocean.
015 has Ice and Major Freeze, and the exit leads to Ice Cream Island.
016 has Tornado, and the exit leads to Grape Garden.
017 has Spark and Stone, and the exit leads to Yogurt Yard.

136 appears to be another unused ability room (Needle), despite the enemy appearing as a Knight. The boss music plays here too, and exiting through the door freezes the game.

137 is an unused Arena room, with the Walrus enemy. The boss music plays instead of the Arena music. You don't get a Maxim Tomato when you kill him, and the door leads to Grape Garden.

Shiryu
Posted on 04-25-07 04:48 PM (rev. 2 of 04-25-07 05:00 PM) Link | Quote | ID: 30032


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Aren't the doors in the "unused" rooms right where they would appear when you defeat the boss in the used versions?

No, there aren't fo example in the island level the door should be at the bottom. That's why I said the doors in the "strange levels" are used just for testing purposes.

I also found something, you know that in the miniboss tower (2-6) there are a longer, but easy path, and a short, but with faster enemies (they are like you find them in the arena) path (the above one) that starts with the monkey. Actually, there are also levels right below it featuring the arena versions of the clock and the walrus. This time the opened door is not in the clock room but in the walrus room instead.

Room $81 (Arena mode clock):
Room $83 (Arena mode walrus):
Rooms $80, $82, and $85 (which this last is actually used in the game) are the stairs that lead to $81, $83, and the arena monkey room $85.

____________________
Generated a 991044 foot, 10.4-inch twiggy catgirl with orange hair, who weighs 315,239,939,065.9 pounds and has soft A-cup breasts, and it only took 0.00031 seconds.

Raccoon Sam
Posted on 04-25-07 05:25 PM Link | Quote | ID: 30035


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I thought Kirby's Adventure hacking was extremely difficult.
Seems like you've done quite a job! Astounding discoveries there, BMF. I've always wanted to know if there's unused stuff in any Kirby game.
Nice job!

____________________


Proto K
Posted on 04-25-07 05:39 PM Link | Quote | ID: 30037


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I went through those levels last night but never seemed to notice that they weren't used.. very interesting.

The level starts on Room 071. The "Normal" route goes like this:

071 - 072 (Poppy Bros. Sr, slow) - 073 - 074 (Clock, slow.. with an exit already in the room) - 075 - 076 (Walrus, slow) - 077 - 078 (Bonkers, slow) - 079 - 07A (Bug, slow) - 07B - 07C (Bugzzy, slow) - 07D - 07E (Lion, slow) - 08D

The "Secret" route goes like this:

071 - 085 (Bonkers, fast) - 086 - 087 (Bug, fast) - 088 - 089 (Bugzzy, fast) - 08A - 08B (Lion, fast) - 08C (1-Up room) - 08D

The unused rooms are these:

07F (Poppy Bros Sr, fast.. with an exit already in the room) - 080 - 081 (Clock, fast) - 082 - 083 (Walrus, fast.. with an exit already in the room) - 084

The door in 084 leads to 085.. so the "Secret" route should have been this:

07F (Poppy Bros Sr, fast.. with an exit already in the room) - 080 - 081 (Clock, fast) - 082 - 083 (Walrus, fast.. with an exit already in the room) - 084 - 085 (Bonkers, fast) - 086 - 087 (Bug, fast) - 088 - 089 (Bugzzy, fast) - 08A - 08B (Lion, fast) - 08C (1-Up room) - 08D

The secret door in 071 should have went to 07F instead of 085.. whether this is a mistake or done on purpose, I have no idea.

Shiryu
Posted on 04-25-07 06:47 PM (rev. 2 of 04-25-07 06:47 PM) Link | Quote | ID: 30049


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Maybe they just though that It would be too hard to fight all the minibosses in arena mode, so they cut the half.

There's no love for Wheelie anyways D= he should have been there too... (that's what I was actually searching)

____________________
Generated a 991044 foot, 10.4-inch twiggy catgirl with orange hair, who weighs 315,239,939,065.9 pounds and has soft A-cup breasts, and it only took 0.00031 seconds.

Proto K
Posted on 04-25-07 07:41 PM Link | Quote | ID: 30059


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Here's a list of all of the rooms discovered so far that are not used in the final game, to keep it nice and neat:

007 - Beta Warp Room
014 - Ability Select Room (Major Freeze)
015 - Ability Select Room (Ice and Major Freeze)
016 - Ability Select Room (Tornado)
017 - Ability Select Room (Spark and Stone)
07F - Poppy Bros. Sr Battle (Unused part of 7-2)
080 - Tower / Stairway (Unused part of 7-2)
081 - Clock Battle (Unused part of 7-2)
082 - Tower / Stairway (Unused part of 7-2)
083 - Walrus Battle (Unused part of 7-2)
084 - Tower / Stairway (Unused part of 7-2)
0A8 - Debug Room
136 - Ability Select Room (Needle)
137 - Unused Walrus Arena Battle
139 - Bugzzy Battle Test Room
13A - Poppy Bros. Sr Battle Test Room
13B - Bug Battle Test Room
13C - Clock Battle Test Room
13D - Meta Knight Minion Battle Test Room
13E - Meta Knight Minion Battle Test Room
13F - Meta Knight Minion Battle Test Room
140 - Meta Knight Minion Battle Test Room
141 - Meta Knight Minion Battle Test Room
142 - Meta Knight Minion Battle Test Room
143 - Meta Knight Minion Battle Test Room
144 - Meta Knight Minion Battle Test Room
145 - Cannon Test Room?
146 - Stone Ability Test Room?

PSlugworth
Posted on 04-25-07 09:40 PM Link | Quote | ID: 30087


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Posted by Shiryu
Those two warp rooms are cute... I don't remember seeing the tileset of the first one anywhare... (I completed the game a few moments ago, by the way) It looks like the rest of rainbow resort but the bubbles and fence are not anywhere else I think...


Yes, they're used somewhere in Rainbow Resort, either in the stage that starts out with the Sleep and Crash enemies, or in the stage that starts out with the Ball enemies.

____________________
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Proto K
Posted on 04-28-07 02:07 AM Link | Quote | ID: 30800


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I was looking for more unused stuff (to see if there were any unused enemies, actually), but didn't have much luck. Somehow, I ended up making a few more Game Genie Codes that I might as well post here.

Kirby's Adventure "All Enemies With Abilities Give X Ability" Game Genie Codes:

First enter these two codes:

OZSULKSX
XTSUIGIE

Then enter the code below for whatever ability you want the enemies to give. Every enemy in the game that you can get an ability from by inhaling them should now give you that ability. For the Meta-Knight and Nightmare boss battles, you'll still get Sword and Starrod despite any codes you enter.

AASUGGXT - Fire
PASUGGXT - Spark
ZASUGGXT - Cutter
LASUGGXT - Sword
GASUGGXT - Fireball
IASUGGXT - Laser
TASUGGXT - Mike (Glitchy)
YASUGGXT - Wheel
AASUGGXV - Hammer
PASUGGXV - Parasol
ZASUGGXV - Sleep
LASUGGXV - Needle
GASUGGXV - Ice
IASUGGXV - Major Freeze
TASUGGXV - Hi-Jump
YASUGGXV - Beam
APSUGGXT - Stone
PPSUGGXT - Ball
ZPSUGGXT - Tornado
LPSUGGXT - Crash
GPSUGGXT - Light
IPSUGGXT - Back Drop
TPSUGGXT - Throw
YPSUGGXT = U.F.O.
APSUGGXV = Starrod (Note: You can't lose this ability unless you die)

I don't know if there any more unused rooms (unless there are no room ids for them and they'd have to be found manually like some of the SMW levels, but I doubt it), but there could be a debug mode of some kind. How else would they have tested the abilities? Maybe there's a "Press Select to change ability" thing like there is in SMB3.

Shiryu
Posted on 04-28-07 03:32 PM Link | Quote | ID: 30890


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you don't need those first 2 codes. just imput the vaule of the ability in the adress and eating aything will give you that ability. watch out when you use abilities where kirby holds an item or you'll have to reset. And don't eat an star block when using the ufo or kirby will have the block in front of him. You can change kirby's color temporary if you imput another vaule when kirby's holding an item or in the ufo.


Also messing up mith the memory editor I found an strange enemy (it looked like mirrored halfs of the sword enemy) that slides relatively fast in a direction, stops and changes direction. It gives you the mix ability.

____________________
Generated a 991044 foot, 10.4-inch twiggy catgirl with orange hair, who weighs 315,239,939,065.9 pounds and has soft A-cup breasts, and it only took 0.00031 seconds.

Xkeeper
Posted on 04-28-07 07:19 PM Link | Quote | ID: 30914


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Posted by Shiryu
Also messing up mith the memory editor I found an strange enemy (it looked like mirrored halfs of the sword enemy) that slides relatively fast in a direction, stops and changes direction. It gives you the mix ability.
The idea is to tell us what the number of it was ...

____________________
I dealt with it.

Proto K
Posted on 04-28-07 08:30 PM Link | Quote | ID: 30929


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Posted by Shiryu
you don't need those first 2 codes. just imput the vaule of the ability in the adress and eating aything will give you that ability.


I know about the memory address, how do you think I made the codes in the first place?

Game Genie Codes make it easier so you don't have to mess around with values in a memory editor like $05E3, and for some reason just changing the memory (in this case) didn't work as well. Sometimes I had Kirby be peach-colored (like when he has an ability) and have the name of the ability in the box, but he still acted like he was Normal.

You need all three codes or more than likely they won't work. Starrod is interesting because you can never lose it (even by pressing Select) unless you die. Kirby also does a spinning attack when he jumps which damages some enemies, kind of like you can do with the Sword in later games.

As for a single enemy giving you Mix.. that is definitely not in the final game. The only way you can get Mix is by inhaling two ability enemies at the same time, which is hard to do and is often not worth the effort unless you can time it exactly right and get something like the UFO ability.

Skreeny
Posted on 04-28-07 09:43 PM Link | Quote | ID: 30963


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Posted by Proto K
The only way you can get Mix is by inhaling two ability enemies at the same time, which is hard to do and is often not worth the effort unless you can time it exactly right and get something like the UFO ability.
Actually, if you inhale 2 Stones, Needle+Stone, or Freeze+Stone, you're guaranteed a U.F.O. ability if you just let the roulette run down. No timing necessary.

That makes me wonder, though... What ability do you get if you let the roulette run down on that enemy?

Shiryu
Posted on 04-28-07 10:15 PM (rev. 3 of 04-28-07 10:17 PM) Link | Quote | ID: 30973


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Posted by Skreeny
Posted by Proto K
The only way you can get Mix is by inhaling two ability enemies at the same time, which is hard to do and is often not worth the effort unless you can time it exactly right and get something like the UFO ability.
Actually, if you inhale 2 Stones, Needle+Stone, or Freeze+Stone, you're guaranteed a U.F.O. ability if you just let the roulette run down. No timing necessary.

That makes me wonder, though... What ability do you get if you let the roulette run down on that enemy?

stone =P

And yes, any combo with an stone gives ufo, like the beam gives throw or fireball wheel (I think)


The idea is to tell us what the number of it was ...

If I knew, I would have posted it.


I know about the memory address, how do you think I made the codes in the first place?

I never said you didn't knew, I just said that "you only need to write the ability vaule to the ram address" stating that the two other codes aren't required to make anything kirby eats give you the desired ability.


Game Genie Codes make it easier so you don't have to mess around with values in a memory editor like $05E3, and for some reason just changing the memory (in this case) didn't work as well. Sometimes I had Kirby be peach-colored (like when he has an ability) and have the name of the ability in the box, but he still acted like he was Normal.

codes are just a constant modification of a ram adress. the game seems to do some sort of check constantly, so modifying the address only once won't work. When I said "write the vaule in the adress" I meant as a cheat code.


As for a single enemy giving you Mix.. that is definitely not in the final game. The only way you can get Mix is by inhaling two ability enemies at the same time, which is hard to do and is often not worth the effort unless you can time it exactly right and get something like the UFO ability.

It's more than ovbious that it isn't in the final game.
And inhaling two enemies is hard? That's like saying that the ball is the worst ability... it's just a matter of luck and good timing...
and to get the ufo ability easily, try to select the "cannon" icon.

____________________
Generated a 991044 foot, 10.4-inch twiggy catgirl with orange hair, who weighs 315,239,939,065.9 pounds and has soft A-cup breasts, and it only took 0.00031 seconds.

Kapow
Posted on 04-28-07 10:26 PM (rev. 3 of 04-29-07 01:00 AM) Link | Quote | ID: 30980


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The area headers only go up to 146, so you've got the complete list of unused areas there. As for unused data that isn't referenced in the headers, after going through all the banks of map/tileset/enemy data I only turned up 5 tilesets at addresses 083C2, 0D103, 1B49D, 1DAF7, and 227DA. The data chunks are sorted from largest to smallest (except for ending each bank with the best-fit) so that should be everything, as far as those kinds of data.

Unfortunately all the map and tileset data uses some ridiculous multiple-algorithm compression. Parasyte wrote a decompression program that I haven't tried yet, but that still leaves a recompression algorithm if you want to edit anything.

This'll teach me to get off my ass and post about things when I find them...
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