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Main - ROM Hacking - Attempt to make an Adventure Island 3 level editor | New thread | New reply |
master higgins |
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Red Goomba Level: 17 Posts: 2/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
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:
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 ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Raccoon Sam |
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Cobrat Level: 56 Posts: 311/672 EXP: 1380027 Next: 18149 Since: 02-19-07 From: Hi Last post: 3467 days Last view: 2699 days |
What game will the editor modify? ____________________ |
GreyMaria |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 295/2851 EXP: 11920818 Next: 341442 Since: 07-13-07 Last post: 4497 days Last view: 4467 days |
Holy fuck, the title evaporated.
It was originally supposed to be for "Adventure Island 3" if I recall correctly ____________________ we're currently experiencing some technical difficulties |
KP9000 |
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Boomboom Level: 90 Posts: 131/1975 EXP: 6953356 Next: 235253 Since: 02-19-07 Last post: 3580 days Last view: 3204 days |
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master higgins |
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Red Goomba Level: 17 Posts: 3/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
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 ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Treeki |
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Red Cheep-cheep Level: 34 Posts: 96/209 EXP: 236614 Next: 17037 Since: 07-12-07 From: Rogueport Last post: 3928 days Last view: 3629 days |
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master higgins |
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Red Goomba Level: 17 Posts: 5/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
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? ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
setz |
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Spike fuck~ Level: 58 Posts: 588/722 EXP: 1536901 Next: 40645 Since: 02-19-07 From: Pittsburgh, PA Last post: 5290 days Last view: 2578 days |
Posted by master higgins 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 ____________________ |
paulguy |
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Flurry Level: 37 Posts: 11/258 EXP: 326980 Next: 11273 Since: 04-10-07 From: Buffalo, NY Last post: 5028 days Last view: 4568 days |
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master higgins |
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Red Goomba Level: 17 Posts: 6/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
Posted by paulguy 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? ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Skreeny |
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Cobrat Level: 56 Posts: 488/653 EXP: 1321749 Next: 76427 Since: 02-21-07 Last post: 5341 days Last view: 4842 days |
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 |
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Red Cheep-cheep Level: 34 Posts: 97/209 EXP: 236614 Next: 17037 Since: 07-12-07 From: Rogueport Last post: 3928 days Last view: 3629 days |
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setz |
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Spike fuck~ Level: 58 Posts: 592/722 EXP: 1536901 Next: 40645 Since: 02-19-07 From: Pittsburgh, PA Last post: 5290 days Last view: 2578 days |
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. ____________________ |
master higgins |
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Red Goomba Level: 17 Posts: 7/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
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! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Skreeny |
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Cobrat Level: 56 Posts: 490/653 EXP: 1321749 Next: 76427 Since: 02-21-07 Last post: 5341 days Last view: 4842 days |
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 |
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Red Goomba Level: 17 Posts: 10/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
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:
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 ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 11/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
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! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
paulguy |
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Flurry Level: 37 Posts: 12/258 EXP: 326980 Next: 11273 Since: 04-10-07 From: Buffalo, NY Last post: 5028 days Last view: 4568 days |
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master higgins |
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Red Goomba Level: 17 Posts: 14/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
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! ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
master higgins |
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Red Goomba Level: 17 Posts: 17/42 EXP: 21244 Next: 3499 Since: 08-22-07 From: Viña del Mar, Chile Last post: 2229 days Last view: 460 days |
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 ) ____________________ Known in other forums as megaman_exe (www.chilewarez.org, www.thegshi.org) and aioria1981 |
Main - ROM Hacking - Attempt to make an Adventure Island 3 level editor | New thread | New reply |
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