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Main - ROM Hacking - Hidden rooms in Kirby's Adventure | New thread | New reply |
Sonicandfails |
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Lantern Ghost Level: 60 Posts: 238/766 EXP: 1679541 Next: 93237 Since: 02-19-07 Last post: 5964 days Last view: 5770 days |
I think Sukasa made a recompression DLL, the name coined (by me) for it is KompreSS...Its on the old board. ____________________ I miss post headers more. |
Kapow |
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Micro-Goomba Level: 10 Posts: 3/12 EXP: 3289 Next: 1125 Since: 03-04-07 Last post: 6196 days Last view: 3403 days |
Posted by ShiryuPosted by Proto K 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 saw that, but how do you use it? Are you supposed to write an executable that accesses the library functions? |
Shiryu |
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Bloober Level: 47 Posts: 237/437 EXP: 723686 Next: 42517 Since: 02-19-07 Last post: 6120 days Last view: 5991 days |
Posted by KapowPosted by ShiryuPosted by Proto K 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. ____________________ 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 |
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Micro-Goomba Level: 10 Posts: 4/12 EXP: 3289 Next: 1125 Since: 03-04-07 Last post: 6196 days Last view: 3403 days |
Just added the rest of the meaningful information I found to the Data Crystal pages. I wish more people would use this. |
Proto K |
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Paragoomba Level: 21 Posts: 43/71 EXP: 47395 Next: 2548 Since: 02-19-07 Last post: 5751 days Last view: 5751 days |
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 |
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Micro-Goomba Level: 10 Posts: 5/12 EXP: 3289 Next: 1125 Since: 03-04-07 Last post: 6196 days Last view: 3403 days |
Posted by Proto K 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 |
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Bloober Level: 47 Posts: 238/437 EXP: 723686 Next: 42517 Since: 02-19-07 Last post: 6120 days Last view: 5991 days |
I wonder why is metaknight's boss room too far away from the other boss rooms... ____________________ 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 |
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Micro-Goomba Level: 10 Posts: 6/12 EXP: 3289 Next: 1125 Since: 03-04-07 Last post: 6196 days Last view: 3403 days |
Posted by Shiryu You could also say it's the 12th room in 6-6. |
Proto K |
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Paragoomba Level: 21 Posts: 44/71 EXP: 47395 Next: 2548 Since: 02-19-07 Last post: 5751 days Last view: 5751 days |
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 |
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Red Koopa Level: 28 Posts: 89/139 EXP: 129827 Next: 1511 Since: 02-19-07 From: Rochester, NY Last post: 5795 days Last view: 5701 days |
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 |
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Micro-Goomba Level: 10 Posts: 9/12 EXP: 3289 Next: 1125 Since: 03-04-07 Last post: 6196 days Last view: 3403 days |
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 They're in 7-2, 7-4, and 7-5. |
Chafenhimer |
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Newcomer Level: 8 Posts: 4/7 EXP: 1458 Next: 729 Since: 05-08-07 From: Arizona, United States Last post: 6196 days Last view: 6176 days |
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 |
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Micro-Goomba Level: 10 Posts: 10/12 EXP: 3289 Next: 1125 Since: 03-04-07 Last post: 6196 days Last view: 3403 days |
Posted by Chafenhimer 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 |
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Paragoomba Level: 21 Posts: 51/71 EXP: 47395 Next: 2548 Since: 02-19-07 Last post: 5751 days Last view: 5751 days |
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 |
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Micro-Goomba Level: 10 Posts: 11/12 EXP: 3289 Next: 1125 Since: 03-04-07 Last post: 6196 days Last view: 3403 days |
Posted by Proto K 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 |
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Paragoomba Level: 21 Posts: 52/71 EXP: 47395 Next: 2548 Since: 02-19-07 Last post: 5751 days Last view: 5751 days |
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 |
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Buzzy Beetle Level: 44 Posts: 195/375 EXP: 575300 Next: 35985 Since: 02-19-07 From: [citation needed] Last post: 6086 days Last view: 6086 days |
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? ____________________ [citation needed] |
Kapow |
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Micro-Goomba Level: 10 Posts: 12/12 EXP: 3289 Next: 1125 Since: 03-04-07 Last post: 6196 days Last view: 3403 days |
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: |
Main - ROM Hacking - Hidden rooms in Kirby's Adventure | New thread | New reply |
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