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

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Sonicandfails
Posted on 04-28-07 10:28 PM Link | Quote | ID: 30983


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I think Sukasa made a recompression DLL, the name coined (by me) for it is KompreSS...Its on the old board.

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Kapow
Posted on 04-28-07 10:37 PM (rev. 3 of 04-28-07 10:41 PM) Link | Quote | ID: 30987


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Posted by Shiryu
Posted by Proto K
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.

GG codes edit the ROM data when it's loaded into memory. It's more complicated than editing the RAM address directly, you have to alter the code that's changing the address.

I never could find a way to directly alter Kirby's current ability. The RAM data around $6270-$62FF seems to be involved but I couldn't decipher it.

Posted by Sonicandfails
I think Sukasa made a recompression DLL, the name coined (by me) for it is KompreSS...Its on the old board.

I saw that, but how do you use it? Are you supposed to write an executable that accesses the library functions?

Shiryu
Posted on 04-28-07 10:55 PM Link | Quote | ID: 31001


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Posted by Kapow
Posted by Shiryu
Posted by Proto K
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.

GG codes edit the ROM data when it's loaded into memory. It's more complicated than editing the RAM address directly, you have to alter the code that's changing the address.


I always mistake game genie codes and "normal" codes (address+vaule)...
the ability is definatively 05E3, but it's hardcoded or something so kirby will only use an ability after eating an enemy.

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Kapow
Posted on 04-29-07 12:50 AM Link | Quote | ID: 31075


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Just added the rest of the meaningful information I found to the Data Crystal pages. I wish more people would use this.

Proto K
Posted on 04-29-07 01:22 AM Link | Quote | ID: 31101


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I get what Kapow means, and that's what I was saying.. modifying $05E3 as a cheat code doesn't seem to work right.

The original code loads the accumulator into $05E3, all I did with the Game Genie Codes is change it so the accumulator is equal to whatever ability you picked (third code).. and somehow that works. I know next to nothing about ASM.

I've just looked at the ROM Map on that site, and it seems pretty complete.

Checking the rooms again, 012 and 013 seem to be the same.. the only difference is that 013 is two screens high, while 012 isn't. I don't know for sure if one of these is unused or not, but I think both of them are used in the ending.

Kapow
Posted on 04-29-07 01:39 AM Link | Quote | ID: 31105


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Posted by Proto K
Checking the rooms again, 012 and 013 seem to be the same.. the only difference is that 013 is two screens high, while 012 isn't. I don't know for sure if one of these is unused or not, but I think both of them are used in the ending.

When Kirby flies back from the moon and puts the star rod back in place, it shoots out stars and the screen pans up. That uses 013, and 012 is for the screen at the very end with the "THE END" sign.

Shiryu
Posted on 04-29-07 01:45 AM Link | Quote | ID: 31110


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I wonder why is metaknight's boss room too far away from the other boss rooms...

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Kapow
Posted on 04-29-07 01:54 AM Link | Quote | ID: 31117


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Posted by Shiryu
I wonder why is metaknight's boss room too far away from the other boss rooms...

You could also say it's the 12th room in 6-6.

Proto K
Posted on 04-29-07 10:35 PM Link | Quote | ID: 31334


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Another quick code I made, this one "fixes" the hidden door at the beginning of 7-2 so that it leads to where it should have (Room 07F instead of 085, a Poppy Bros. Sr. battle):

YNUPPTSE

Compared to all the other unused rooms, these ones are complete and really should have been used in the final game.

Tweaker
Posted on 05-02-07 06:20 AM Link | Quote | ID: 32219


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Wow, this extremely interesting. I just finished 100%ing this game too. I'll be glad to help in any way I can.

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Kapow
Posted on 05-08-07 08:26 AM (rev. 3 of 05-08-07 09:48 PM) Link | Quote | ID: 33859


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Map data decoded, all maps ripped. One step closer to an editor...

There's a bug in Parasyte's unkirby program: the FOR loop in compression type 5 (line 93) is re-using the buffer position variable "i".

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...

They're in 7-2, 7-4, and 7-5.

Chafenhimer
Posted on 05-08-07 09:40 PM Link | Quote | ID: 33935

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This is interesting. Kirby's Adventure is my favorite NES game ever next to SMB3, and it has awesome graphics for NES.

I think originally maybe that Hal was going to include a whole ice world, but only put some of the levels from it in Orange Ocean and Rainbow Resort. That would explain some of the unused ice rooms.

Kapow
Posted on 05-08-07 10:04 PM (rev. 3 of 05-10-07 07:46 AM) Link | Quote | ID: 33946


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Posted by Chafenhimer
I think originally maybe that Hal was going to include a whole ice world, but only put some of the levels from it in Orange Ocean and Rainbow Resort.

I found something interesting in the unused tilesets:


Tileset 15, Pattern 28 - Level 1 map


Tileset X2 (unused), Pattern 28 - Incomplete tileset for Level 1 map (note the two tiles at the bottom, and the solid color tiles in the upper-left)


Tileset X1 (unused), no matching pattern - Possibly a scrapped level tileset? Uses a lot of solid-color PPU tiles that don't change between patterns, as does the level 1 tileset (for the sky/cloud background)





Various tilesets for boss areas


Tileset X4 (unused), no matching pattern - Amount of tiles similar to boss area tilesets




There's also an unused pattern that matches up with an unused section of tileset 21:


Tileset 12, Pattern 12 - Metaknight boss area (top section)


Tileset 12, Pattern 21 - Dark rooms (middle section)


Tileset 12, Pattern 22 (unused) - Second dark room layout? (bottom section, unused)

Proto K
Posted on 05-08-07 11:43 PM Link | Quote | ID: 33988


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By looking at those maps, I've noticed that two of the unused Museum rooms appear to be early versions:

Room 014 versus Room 018:



Room 015 versus Room 019:



The platforms are one tile lower in the final version, and the palette is different for the second unused room. The other two unused rooms (016 and 017) have the same layout and palette as the final versions.

The other Museum room (136) has the same layout as 014.

Kapow
Posted on 05-09-07 01:05 AM Link | Quote | ID: 34009


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Posted by Proto K
By looking at those maps, I've noticed that two of the unused Museum rooms appear to be early versions

I have them marked down as:

014 Museum 1/6 template
015 Museum 2/4 template
016 Museum 3 template
017 Museum 5 template
018 Museum 1
019 Museum 2
01A Museum 3
01B Museum 4
01C Museum 5
01D Museum 6


014, 018, 01D


015, 019, 01B


016, 01A


017, 01C


I assume 136 (museum) and 137 (arena) were used for testing. 136 is set up strangely - the Museum Spiny is on the wrong side of the screen, and it doesn't load the right sprite graphics for it.

Proto K
Posted on 05-09-07 01:48 AM Link | Quote | ID: 34020


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The door in 136 also freezes the game if you try to exit through it. I think it is set up wrong as well, because if the debugger is any indication it should lead to Orange Ocean (by using a write breakpoint on $055E, the X register should be 05).

The doors in the other unused Museum rooms and the unused Arena all lead to certain levels:

014 - Orange Ocean, and you exit from the Quick Draw door between Stages 5 and 6.

015 - Ice Cream Island, and you exit from the Arena door.

016 - Grape Garden, and you appear a few spaces above the first Crane Fever door.

017 - Yogurt Yard, and you appear a few spaces above the Museum door.

137 also leads to Grape Garden, and you exit from the Arena door.

BMF54123
Posted on 05-09-07 10:13 AM Link | Quote | ID: 34132


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I find it interesting how the level designers left the top row of tiles empty (or filled with a single tile) in most cases, but put stuff up there in others. Perhaps they figured out partway through development that putting tiles there only wasted space?

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Kapow
Posted on 05-10-07 08:44 AM Link | Quote | ID: 34348


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In the process of figuring out all the tile types, I made graphical icons for them:



The first set is only the types used by the game in any tileset, with the unused tiles in dark purple. Types 7F-FF default to 00, but some of them are used in maps (mostly inside walls) - these could be removed tile types or just values left over from an older system.

The second set includes all the unused types that I could figure out.

The rest of the types don't seem to be implemented, and as far as I can tell they just act like background or solid blocks, as shown in the third set.

KEY:
White/Grey = background (pass-through)
Green/LtGreen = solid
Blue/Cyan = water
DkBlue/Blue = ice (solid with slippery surface)
Brown/Orange = special blocks

Blue edges = solid/special block with water behind it (although this doesn't seem to matter)
DkBlue edges = special block with ice surface

Line arrows = wind/current
Lineless arrows = pass-through direction
Hammer = destroyable (solid color requires hammer, stone, or double-star)
Bomb = part of explosion chain
self explanatory: slopes, spikes, ladders, doors, fuses, star blocks, posts

Black X = not actually implemented (acts as plain background or solid)




I also ended up making versions of the maps and tilesets using the tile type graphics. Some examples:










This confirms that the unused bottom section of tileset 12 is fully implemented and useable:


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