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Main - ROM Hacking - Attempt to make an Adventure Island 3 level editor New thread | New reply

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master higgins
Posted on 08-23-07 12:50 AM (rev. 12 of 10-12-07 02:46 AM) Link | Quote | ID: 63093


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I'll try to make an editor for Adventure Island 3, which will mainly edit level data, enemies positions and changing enemies to other enemies. Well, these are some of the offsets i've found so far:


ALL VALUES IN HEX EXCEPT LEVEL NUMBERS
| | | | |
LEVEL | SCENES(LENGTH) OR | ENEMIES X | ENEMIES Y | ENEMIES ID(LENGTH) | LEVEL HEADER
| (WIDTH X HEIGHT) | POSITIONS(LENGTH) | POSITIONS(LENGTH) | | (LENGTH = 13)
-----------------------------------------------------------------------------------------------------
1-1 | E24 (10) | 10662 (20) | 10682 (20) | 106A2 (20) | 16256
1-2 | 4E54 (C) | 109AB (1B) | 109C6 (1B) | 109E1 (1B) | 16386
1-3 | 30B1 (10 X 2) | 10099 (21) | 100BA (21) | 100DB (21) | 16113
1-4 | 7294 (C) | 103F0 (1E) | 1040E (1E) | 1042C (1E) | 161BE
1-5 | ED4 (10 X 2) | 10930 (29) | 10959 (29) | 10982 (29) | 162DB
1-6 | 91BD (18) | F991 (18) | F9A9 (18) | F9C1 (18) | 165D3
1-A | 72DC (10) | 10590 (1A) | 105AA (1A) | 105C4 (1A) | 1621D
1-B | F04 (10) | FC9D (1A) | FCB7 (1A) | FCD1 (1A) | 1667E
2-1 | 4E60 (C) | 109FE (19) | 10A17 (19) | 10A30 (19) | 16399
2-2 | E44 (10) | 106C3 (21) | 106E4 (21) | 10705 (21) | 16269
2-3 | 3211 (C) | F6C4 (13) | F6D7 (13) | F6EA (13) | 16528
2-4 | EF4 (10) | FC60 (14) | FC74 (14) | FC88 (14) | 1666B
2-5 | B64F (E) | FA20 (20) | FA40 (20) | FA60 (20) | 165F9
2-6 | 4EC0 (10 X 2) | 10DB2 (23) | 10DD5 (23) | 10DF8 (23) | 164DC
2-A | 3111 (10 X 2) | 101D2 (21) | 101F3 (21) | 10214 (21) | 1614C
2-B | 72AC (10) | 1047F (19) | 10498 (19) | 104B1 (19) | 161E4
3-1 | 30D1 (10 X 2) | 100FE (1E) | 1011C (1E) | 1013A (1E) | 16126
3-2 | 321D (C) | F6FE (F) | F70D (F) | F71C (F) | 1653B
3-3 | B65D (C) | F7DC (14) | F7F0 (14) | F804 (14) | 16574
3-4 | 72A0 (C) | 1044B (11) | 1045C (11) | 1046D (11) | 161D1
3-5 | 91C9 (C) | F9DA (17) | F9F1 (17) | FA08 (17) | 165E6
3-6 | 4EA8 (3 X 8) | 10BC5 (19) | 10BDE (19) | 10BF7 (19) | 163F8
3-A | F34 (2 X 5) | FD50 (10) | FD60 (10) | FD70 (10) | 166A4
3-B | E94 (10 X 2) | 10856 (21) | 10877 (21) | 10898 (21) | 162B5
4-1 | E74 (10) | 10791 (1F) | 107B0 (1F) | 107CF (1F) | 1628F
4-2 | 3151 (10 X 2) | 102A3 (24) | 102C7 (24) | 102EB (24) | 16172
4-3 | 91EE (C) | 10CF4 (16) | 10D0A (16) | 10D20 (16) | 164B6
4-4 | 91D6 (C X 2) | FA81 (23) | FAA4 (23) | FAC7 (23) | 1660C
4-5 | 72FC (7) | 1063D (D) | 10649 (D) | 10655 (D) | 16243
4-6 | 730F (A X 2) | FAEB (22) | FB0D (22) | FB2F (22) | 1661F
4-A | 3131 (10 X 2) | 10236 (24) | 1025A (24) | 1027E (24) | 1615A
4-B | F14 (10 X 2) | FCEC (21) | FD0D (21) | FD2E (21) | 16691
5-1 | 4E6C (C) | 10A4A (19) | 10A63 (19) | 10A7C (19) | 163AC
5-2 | B669 (C) | F819 (1B) | F834 (1B) | F84F (1B) | 16587
5-3 | E54 (10 X 2) | 10727 (23) | 1074A (23) | 1076D (23) | 1627C
5-4 | 3171 (10 X 2) | 10310 (24) | 10334 (24) | 10358 (24) | 16185
5-5 | 4E78 (10) | 10A96 (24) | 10ABA (24) | 10ADE (24) | 16431
5-6 | 7323 (10) | 10E96 (25) | 10EBB (25) | 10EE0 (25) | 16502
5-A | 72EC (10) | 105DF (1E) | 105FD (1E) | 1061B (1E) | 16230
5-B | 31D1 (10 X 2) | FBB0 (1E) | FBCE (1E) | FBEC (1E) | 16645
6-1 | 7303 (C) | 10F06 (13) | 10F19 (13) | 10F2C (13) | 16515
6-2 | 3239 (10) | F784 (1D) | F7A1 (1D) | F7BE (1D) | 16561
6-3 | 31B1 (10 X 2) | FB52 (1F) | FB71 (1F) | FB90 (1F) | 16632
6-4 | 3191 (10 X 2) | 1037D (26) | 103A3 (26) | 103C9 (26) | 16198
6-5 | 31F1 (10 X 2) | FC0B (1C) | FC27 (1C) | FC43 (1C) | 16658
6-6 | 3229 (10) | F72C (1D) | F749 (1D) | F766 (1D) | 1654E
6-A | 4E88 (10) | 10B03 (22) | 10B25 (22) | 10B47 (22) | 163D2
6-B | B680 (C) | F86B (1D) | F888 (1D) | F8A5 (1D) | 1659A
7-1 | 72BC (10) | 104CB (21) | 104EC (21) | 1050D (21) | 161F7
7-2 | 30F1 (10 X 2) | 10159 (28) | 10181 (28) | 101A9 (28) | 16139
7-3 | F63 (10) | FDDF (1A) | FDF9 (1A) | FE13 (1A) | 166CA
7-4 | 4EE0 (10 X 2) | 10E1D (28) | 10E45 (28) | 10E6D (28) | 164EF
7-5 | 4F00 (C X 2) | 10C11 (27) | 10C38 (27) | 10C5F (27) | 1640B
7-6 | F46 (10) | FD81 (1F) | FDA0 (1F) | FDBF (1F) | 166B7
7-A | E84 (10) | 107EF (22) | 10811 (22) | 10833 (22) | 162A2
7-B | B669 (C) | F933 (1F) | F952 (1F) | F971 (1F) | 165AD
8-1 | F73 (10) | FE2E (1E) | FE4C (1E) | FE6A (1E) | 166DD
8-2 | 3191 (10 X 2) | F8C3 (25) | F8E8 (25) | F90D (25) | 161AB
8-3 | 4F18 (C X 2) | 10C87 (24) | 10CAB (24) | 10CCF (24) | 1641E
8-4 | EB4 (10 X 2) | 108BA (27) | 108E1 (27) | 10908 (27) | 162C8
8-5 | 72CC (10) | 1052F (20) | 1054F (20) | 1056F (20) | 1620A
8-6 | F83 (10) | FE89 (20) | FEA9 (20) | FEC9 (20) | 166F0
8-A | 4E98 (10) | 10B6A (1E) | 10B88 (1E) | 10BA6 (1E) | 163E5
8-B | ED4 (10 X 2) | 10D37 (29) | 10D60 (29) | 10D89 (29) | 164C9


Of course there are a lot more offsets to found. I'm writing this in my notes explaining how the levels are built, and showing some values, as which id is which monster, which number is which scene (with screenshots of them), etc. I'll post them also (as long as I have enough free time) so anyone who wants can use them.

Any comments are well received

PS: The name of the editor is going to be Agave (like the plant). This is almost a copy/paste of the post in the other board, and I had to re-register because my account got deleted with all my (very few) posts without any reason or warning .


EDIT: ALL worlds documented
EDIT: Scene values of sea, forest, shore and bone crossing documented
EDIT: Some level palette values documented



Download the editor HERE



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Raccoon Sam
Posted on 08-23-07 06:53 PM Link | Quote | ID: 63387


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What game will the editor modify?

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GreyMaria
Posted on 08-23-07 07:08 PM Link | Quote | ID: 63390

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Holy fuck, the title evaporated.


It was originally supposed to be for "Adventure Island 3" if I recall correctly

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KP9000
Posted on 08-23-07 07:40 PM Link | Quote | ID: 63408


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I seriously need to set some time apart and play some of these games. I haven't played Adventure Island 3, but I keep hearing about it over and over by the community. Come to think of it, I think I remember picking a random ROM once and landing on Adventure Island 1.

As for that data, that's really the basis of what you'll need for an editor. What do you think you'll code it in?

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master higgins
Posted on 08-23-07 08:44 PM Link | Quote | ID: 63427


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Yeah, i forgot to put that the thread title was: "Attempt to make and Adventure Island 3 level editor". I'm planning to code it in VB6, because it doens't need additional files or installation packages to run the compiled programs (.NET and its annoying .NET framework). I know that C#, Java and another Object Oriented programming laguages will make the code more clean, but most of them will make the application a little sluggish. As soon as I finish finding all the offsets for all the levels, I'll be posting what values are what scenes or enemies.

The main things the editor will modify are the scenes (the size of a screen) used by the levels, the enemies positions and enemies Id's (change an enemy to another).

Cya!

PS: if any moderator can, and editthread.php (i don't remember how was it called) is done, please change this thread title to Attempt to make and Adventure Island 3 level editor


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Treeki
Posted on 08-23-07 09:20 PM Link | Quote | ID: 63440


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Posted by master higgins
Yeah, i forgot to put that the thread title was: "Attempt to make and Adventure Island 3 level editor". I'm planning to code it in VB6, because it doens't need additional files or installation packages to run the compiled programs (.NET and its annoying .NET framework). I know that C#, Java and another Object Oriented programming laguages will make the code more clean, but most of them will make the application a little sluggish. As soon as I finish finding all the offsets for all the levels, I'll be posting what values are what scenes or enemies.

The main things the editor will modify are the scenes (the size of a screen) used by the levels, the enemies positions and enemies Id's (change an enemy to another).

Cya!

PS: if any moderator can, and editthread.php (i don't remember how was it called) is done, please change this thread title to Attempt to make and Adventure Island 3 level editor


Actually, VB6 does need runtimes. But they're very small, easily found, and new Windows versions come with them, I believe. That's why I love VB6 so much.

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master higgins
Posted on 08-23-07 09:30 PM Link | Quote | ID: 63445


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Yeah, at least for XP, 2000 (and 98 if I'm not wrong) you don't need runtimes. I think only when you use some special activeX controls you obviously need to distribute the app with them. As for me, I'll try not to use weird activex controls.

off topic, 2 questions:

- If you use the file dialog control in VB6, does it complain in other PC's with 2000 or XP about not finding an OCX (activex) ?

- Anyone knows how to put the fast forward mode in FCEUXD or FCEUXD SP?


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setz
Posted on 08-23-07 10:35 PM Link | Quote | ID: 63467


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Posted by master higgins

- Anyone knows how to put the fast forward mode in FCEUXD or FCEUXD SP?



I believe the key is "`"

Nice job with the formatting, I'm looking forward to something being done with this, I've always loved the AI series

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paulguy
Posted on 08-23-07 11:02 PM Link | Quote | ID: 63477


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Visual Basic programs tend to not run at all in Wine. Take SMILE for example. Although, I've found some parts of that to not even run in Windows...

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master higgins
Posted on 08-23-07 11:18 PM (rev. 2 of 08-23-07 11:20 PM) Link | Quote | ID: 63487


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Posted by paulguy
Visual Basic programs tend to not run at all in Wine. Take SMILE for example. Although, I've found some parts of that to not even run in Windows...


Hmm, I missed that. And the fact that i was not thinking in linux or MacOS X users. Can you suggest me a linux/MacOS framework that supplies a graphic interface to draw interfaces and write the code based on events for linux, macOS? The only cases that come in my mind are java with netbeans or eclipse using Swing (or even AWT to have more compatibility), which would run on all machines, but it's going to be sluggy, adding the fact that Windows XP, 2000 and 98 comes with just the default Virtual machine installed (which I think is 1.1.8), and would not be able to run it. So in that sense jdk 1.1 will be the only choice to be almost FULLY COMPATIBLE with everyone .

Any suggestions for a programming language/framework that provides MAXIMUM COMPATIBILITY for OS'es, mainly Windows, Linux and MacOS X?

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Skreeny
Posted on 08-23-07 11:30 PM Link | Quote | ID: 63490


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At a certain point, I don't think it's worth trying to be absolutely compatible with everyone. If you can deal with the sluggishness, a semi-recent version of one of the Java frameworks would probably be the easiest way to be the most compatible with the most people, from my (admittedly very limited) experience.

Of course, I think there are several cross-platform libraries for C++, if you want to go that way. I seem to remember hearing good things about wxWidgets, but I've never used it myself.

Treeki
Posted on 08-24-07 12:59 AM Link | Quote | ID: 63519


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Posted by master higgins
Posted by paulguy
Visual Basic programs tend to not run at all in Wine. Take SMILE for example. Although, I've found some parts of that to not even run in Windows...


Hmm, I missed that. And the fact that i was not thinking in linux or MacOS X users. Can you suggest me a linux/MacOS framework that supplies a graphic interface to draw interfaces and write the code based on events for linux, macOS? The only cases that come in my mind are java with netbeans or eclipse using Swing (or even AWT to have more compatibility), which would run on all machines, but it's going to be sluggy, adding the fact that Windows XP, 2000 and 98 comes with just the default Virtual machine installed (which I think is 1.1.8), and would not be able to run it. So in that sense jdk 1.1 will be the only choice to be almost FULLY COMPATIBLE with everyone .

Any suggestions for a programming language/framework that provides MAXIMUM COMPATIBILITY for OS'es, mainly Windows, Linux and MacOS X?

REALbasic compiles for Windows, Linux, MacOS 9 and MacOS X. It's quite expensive though (and the Standard version only compiles for the platform you're running on, although the same project works for RB on any platform). It also makes quite huge files (3MB for a simple test program on Windows)

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setz
Posted on 08-24-07 05:14 AM Link | Quote | ID: 63546


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Java is very good for cross-compatability, and fairly easy to pick up if you have much programming experience. Plenty of people don't like java for X reason, but I'm sure just as many don't like VB either. Java is free, and you'll only have to compile once.

It might seem like a good idea to go cross-platform, but if it is so much of a pain to you that you would not want to work on the project, just go with whatever you're comfortable with.

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master higgins
Posted on 08-24-07 05:27 AM Link | Quote | ID: 63547


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Hmm, well, I think I'll do it in java, but adding compatibility with j2se 1.1 (it's as simple as using the options -source 1.1 -target 1.1 with javac). But first things first: As soon as I'm finished with the offsets, I'm going to find which values correspond to which scenes, enemies and positions. THEN, I'll be able to start working in the editor. All this if I have some free time, because I'm stuying (last year) and working.

Thanks for your feedback!

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Skreeny
Posted on 08-24-07 05:33 AM Link | Quote | ID: 63550


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I'm not so sure it's worth it to restrict it to J2se 1.1. You're gaining just a bit more compatibility at the expense of capability, if I'm not mistaken.

The alternative I'd suggest is to merely give the disclaimer "Make sure you have at least the Java 1.x runtimes installed" (x being the version you're doing). It's what I do

master higgins
Posted on 08-26-07 02:24 AM (rev. 3 of 08-28-07 08:38 PM) Link | Quote | ID: 63728


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Well, i finished finding all the offsets for the stages . Now I have to figure the format. I have some data for scenes of shore, cave, sea and forest levels. (Screenshots in the form XX.png, with XX being a byte value in hex)

Here is something from my notes for the curious:

LEVEL HEADER EXPLANATION:
*************************
BYTE NUMBER | DESCRIPTION
-----------------------------------------------------------------------------
0-1 | POINTER TO THE LEVEL DATA (DOESN'T CHANGE TILESET)
2-3 | POINTER TO THE LEVEL SCENES (DOESN'T CHANGE ENEMIES)
4 | ??
5 | HAS TO DO WITH THE BANK USED FOR THE ENEMIES (MESSES THE GRAPHICS IF TOUCHED)
6 | INITIAL Y-POSITION OF HIGGINS
7 | WIDTH OF THE LEVEL (IN SCENES) (0 means a width of ONE scene, 1 means 2 scenes long and so on)
8 | HEIGHT OF LEVEL (IN SCENES) (0 means a height of ONE scene, 1 means 2 scenes high and so on)
9 | ??
10 | PALETTE OF THE LEVEL
11 | ??
12-13-14 | HAS TO DO WITH THE TILESET
15-16 | CONTROLS WHAT SPRITE BANK TO USE AND HOW SPRITE BANKS CHANGE DURING THE LEVEL
17-18 | POINTER TO THE MUSIC


EDIT: Here are some values of the levels palettes that look decent

SHORE:
00: WEIRD (IN NIGHT, CLOUDS ARE REDDISH, GRASS IS PETRIFIED, SOIL IS GREEN AND STONES ARE BROWN
01: NORMAL (SUMMER?)
17: LIGHT BLUE SKY, SOIL IS COPPER COLOR, PALMS AND GRASS ARE PETRIFIED, GREEN ACID SEAS, GREEN CLOUDS AND BLUE WITH ORANGE STONES
18: ALMOST NIGHT WITH DRIED PALMS AND GRASS, GREEN STONES, DARK REDDISH BROWN SOIL, BUT PALM TRUNKS WITH PURPLE BACKGROUND

FOREST:
04: SUMMER
05: FALL
11: WINTER
13: LOOKS LIKE IF OIL WAS POURED IN THE TREES AND SOIL
17: LOOKS NICE, LIKE SUMMER, BUT LIGHTER COLORS, AND STONE SOIL COVERED WITH GRASS (CLOUDS ARE BLUE THOUGH)
18: NIGHT THEME. (ALMOST GOOD!!) TREE TRUNKS SHOW PURPLE BACKGROUND INSTEAD OF DARK BLUE (CLOUDS ARE GREEN ALSO)
19: LOOKS LIKE A STORMY OF POLLUTED FOREST. FORESTS LOOK LIKE IF THEY WERE WASHED WITH OIL
00: LOOKS COOL! REDDISH TREES WITH GREEN TRUNKS, REDDISH GRASS, STONE SOIL AND IN NIGHT (BLACK SKY). CLOUDS ARE BROWN
01: TREES AND GRASS LOOKS LIKE IF THEY WERE MADE OF DIAMOND. TRUNKS ARE BROWN, BUT SOIL IS GREEN. SKY IS LIGHT CYAN

DESERT:
05: PINK SAND, ROCK MOUNTAINS
06: BLUISH GREEN SAND, PURPLE FALLING SAND, DRIED CACTUS, BROWN WITH BLUE MOUNTAINS
07: NORMAL
0B: CHOCOLATE SAND, LIGHT BROWN WITH BLACK FALLING SAND, STONE CACTUS, BLUE MOUNTAINS
13: SNOWY!!
1B: POLLUTED DESERT. GRAY AND OILY SAND, OILY FALLING SAND, BLACK AND OILY MOUNTAINS, OILY CACTUS
2A: ALMOST THE SAME AS 1B, BUT FALLING SAND IS WATER.
2B: SAME AS 2A

CAVE:
02: CYAN AND BLUE, NORMAL
14: YELLOWISH BROWN, NORMAL
0C: BROWN , RED SKULLS, GREEN LIME
0B: YELLOWISH BROWN, BLUE SKULLS, MUD
08: BROWN, CYAN SKULLS, BLUE WALL, BLUE LAVA
19: GREEN ROCKS, PURPLE WALL, BLUE LAVA (ALMOST NORMAL)
1C: PURPLE ROCKS, BLACK WALL, RED LAVA, NORMAL, INVISIBLE EXIT
1D: CRYSTAL CAVERN, INDIGO WALL, INDIGO LAVA, BUT EXIT IS UGLY
1E: SAME AS 1C, BUT BLACK WALLS AND INVISIBLE EXIT
24: PYRITE CAVERNS (BROWN WITH YELLOW AND GRAY ROCKS), DARK CYAN WALLS, RED LAVA, STONE EXIT
25: SAME AS 24
26: SAME AS 24
30: CRYSTAK CAVERN, EXIT OK, DEEP RED LAVA
31: OIL CAVERN! (EXIT OK,SKULL LOOK UGLY)
3E: WEIRD (RED ROCKS WITH STRONG SHADOWS, PALE BLUE WALL, BLUE, WHITE AND BLACK LAVA, EXIT OK)

PIT:

1D: NORMAL (OK)
2D: CRYSTAL (EXIT LOOKS SLIGHTLY BLUER, BUT OK)
2E: WINTER (EXIT LOOKS SLIGHTLY BLUER, BUT OK, AND ALSO NORMAL)
30: WHITE BLUISH WALLS, LAVA FALLING INSTEAD OF WATER, EXIT OK

PYRAMID:

02: DARK CYAN
08: BROWN (ALTERNATIVE, PORTALS ARE PURPLE)
0B: BROWN (NORMAL)
0C: BROWN (ALTERNATIVE, PORTALS ARE BLUE)

SEA:

06: RED THORNS
09: PINK THORNS (SHIP WRECKAGE PALETTE)

ICE CAVE:
1D: ICY
10: ICY (ALTERNATIVE, MORE PALE)
1E: ICY, BLACK BACKGROUND
19: EMERALD
1C: AMATIST
0C: AGATHA
2D: AGATHA, GREEN WALLS
30: QUARTZ (CRYSTAL)
02: TURQUOISE
14: TOPAZ
18: DARK EMERALD

FIRE GORGE:

26: NORMAL


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master higgins
Posted on 08-28-07 08:41 PM (rev. 3 of 09-02-07 06:37 AM) Link | Quote | ID: 64073


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More goodies!: Here are all the values with their respective screens. Mess around modifying the vales in the screens offsets that i posted in the first post

Scene values


Browse through the links to see other scenes. The other links are not complete, only the offsets link is working.

Cya!


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Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

paulguy
Posted on 08-30-07 05:53 AM Link | Quote | ID: 64282


Flurry
Level: 37

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Since: 04-10-07
From: Buffalo, NY

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Java would work or even C or C++ using GTK+ for the GUI.

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"In other news, Scientists theoretize that CHEESECAKE CHEESECAKE CHEESECAKE." --Blackhole89

master higgins
Posted on 09-13-07 06:36 PM Link | Quote | ID: 65305


Red Goomba
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Since: 08-22-07
From: Viña del Mar, Chile

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I added some values for objects (enemies, power-ups, etc) with their respective screenshots. Mess around modifying the values in the enemies Id's offsets that i posted in the first post

Object values and their appearance

After figuring out the most part of the objects (because some of them are unused and have a weird/buggy behaviour), I'll start programming the editor. As you see, I've a little more than the half left of objects to be discovered.

Regards!


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Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981

master higgins
Posted on 10-12-07 02:44 AM Link | Quote | ID: 67520


Red Goomba
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Since: 08-22-07
From: Viña del Mar, Chile

Last post: 2229 days
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FINALLY! I've finished the first version of my editor: Agave. Currently it's capable of:

- Object appearance manipulation (changing one enemy to another
type of enemy)
- Object positioning (change the position of the objects in the level)
- Scene changing (Change one scene to another scene, chosen among a
given group)
- Changing object bank (for enemies, items and such)
- Changing higgins (the hero) initial vertical position

The instructions are in the readme inside the zip. It's has a jar with some folders, text files and images. So you must have java to run it (at least java 1.1)


Download here

Screeny:



Post your comments or question (or better yet, your hacks made with this )

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Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981
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