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Main - ROM Hacking - Game Boy Donkey Kong ROM addresses | New thread | New reply |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 165/202 EXP: 226194 Next: 2985 Since: 04-21-07 From: United States Last post: 2412 days Last view: 2373 days |
I can't think of anything clever to say, so here they are...
14000-141FF Level pointer table Level addresses 14200: 0-1 142C8: 0-2 143A1: 0-3 14453: 0-4 144D2: 1-1 145C1: 1-2 14726: 1-3 14809: 1-4 1491B: 1-5 149F0: 1-6 14ABD: 1-7 14BB9: 1-8 14C76: 2-1 14E1D: 2-2 14F61: 2-3 15076: 2-4 1515D: 2-5 152BC: 2-6 15447: 2-7 15630: 2-8 15753: 2-9 1583D: 2-10 159BE: 2-11 15B46: 2-12 15C14: 3-1 15DA4: 3-2 15F3B: 3-3 160A1: 3-4 1624B: 3-5 163C7: 3-6 164AD: 3-7 16613: 3-8 16773: 4-1 16919: 4-2 16A4A: 4-3 16BDA: 4-4 16D29: 4-5 16EAB: 4-6 170A6: 4-7 172B0: 4-8 173AB: 4-9 175AD: 4-10 1782D: 4-11 17A56: 4-12 17B64: 5-1 18000: 5-2 18181: 5-3 183AC: 5-4 184AC: 5-5 18589: 5-6 18741: 5-7 188C5: 5-8 18A19: 5-9 18C25: 5-10 18D54: 5-11 18EC8: 5-12 18FCE: 6-1 190D9: 6-2 19235: 6-3 193E5: 6-4 19504: 6-5 1965F: 6-6 1979B: 6-7 199B7: 6-8 19A8C: 7-1 19C42: 7-2 19D9A: 7-3 19F33: 7-4 1A0AD: 7-5 1A1FC: 7-6 1A38D: 7-7 1A555: 7-8 1A6D8: 7-9 1A8C8: 7-10 1AA4E: 7-11 1ABDA: 7-12 1ACBF: 8-1 1AE78: 8-2 1AFFB: 8-3 1B1A1: 8-4 48000: 8-5 48188: 8-6 483A1: 8-7 48575: 8-8 48694: 8-9 48864: 8-10 489B7: 8-11 48B18: 8-12 48C83: 8-13 48E21: 8-14 4908F: 8-15 49294: 8-16 493B6: 9-1 49506: 9-2 4966F: 9-3 4985A: 9-4 4998A: 9-5 49ACA: 9-6 49C5A: 9-7 49D84: 9-8 49E32: 9-9 49ED6: Similar to 9-9, but with a mouse circling the center platform(unused?) 49F7D: Similar to 9-9, but with mice circling the left and right platforms(unused?) 4A02C: Similar to 9-9, but with fast mice circling the left and right platforms(unused?) 4A0DF: Similar to 0-1, but with tower tileset(unused) 4A1B2: Bare room with an unreachable platform in the upper left...(unused) The following were tested on Stage 0-1: Level Header Info Byte 1 [00]: Level Dimensions 00: 160x144 01: 240x224 02: 160x224 03: 240x144 Byte 2 [05]: Music Byte 3 [00]: Tileset Bytes 4-5 [64 00]: Time Limit Music Values: 00: No Music 01: Time's almost up! 02: Temporary Bridge/Ladder/Spring active 03: 30 seconds remain... 04: Pauline abducted again... 05: DK Arcade Level 1 06: DK Arcade Level 2 07: Big City 08: Forest 09: Ship 0A: Jungle 0B: Desert 0C: Desert 2 0D: Airplane 0E: Iceberg 0F: Rocky Valley 10: Tower 11: Tower 2 12: 1-3 13: Spooky 14: 1-7 15: Monkey Stage 16: Dangerous 17: Rocky Valley 2 18: 1-2 19: Battle 3 1A: Battle 1 (1-4) 1B: Battle 2 (1-8) 1C: 9-8 1D: 9-9 Tileset Values: 00: Classic Girder 1 01: Airplane 1 02: Iceberg 1 03: Forest 1 04: Rocky Valley 1 05: Ship 1 06: Desert 1 07: Airplane 2 08: Tower 1 09: Clouds 1 0A: Rocky Valley 2 0B: Desert 2 0C: Big City 1 0D: Ship 2 0E: Jungle 1 0F: Tower 2 10: Classic Girder 2(no visible difference from 00) 11: Airplane 3 12: Iceberg 2 13: Forest 2 14: Rocky Valley 3 15: Ship 3 16: Desert 3 17: Airplane 4 18: Tower 3 19: Clouds 2 1A: Rocky Valley 4 1B: Desert 4 1C: Big City 2 1D: Ship 4 1E: Jungle 2 1F: Tower 4 20: Classic Girder 3 21: Giant Donkey Kong Battle Tile/object commands (incomplete) 07: Whole ladder 08: Climbing pole 09: Conveyor belt, left 0A: Conveyor belt, right 0B: Solid girder platform 0C: Vertical orange line(bg) 0D: Horizontal orange line(bg) 0E: Diagonal orange line(tl-br) 0F: Diagonal orange line(bl-tr) 18: Springboard from block 20: Enemy-activated lever 25: Poison Mushroom 40: seed-spitting Jungle plant, faces left 41: seed-spitting Jungle plant, faces right 42: Boiling lava tiles 43: Falling platform 45: 2UP heart 4B: Locked Door(fake?) 51: Ladder 52: Panser-generating ground 53: Pauline's parasol 5D: Springboard 60: X tile 62: X tile 65: Pauline's hat 75: Temporary block 76: Unused block? 77: Spring block 78: ? block 79: Locked Door B5: Mechanical cannon; faces right C4: Super Hammer Sprite commands 38: Fireball (Stage 0-4) 3A: Donkey Kong; throws crocodiles (2-4) 3C: Pterodactyl 3D: Bird, glitches up game for unknown reason 3E: Spark, crashes game if not on line 3F: Rolling barrel, stationary 44: Pie Factory Donkey Kong (0-2) 46: Pie, stationary 47: Crushing stone 48: Octopus 4D: Squid 4E: Mario-eating fish 4F: Bat 50: Biting Walrus 54: Platform, moves up and to the right(likely line-guided) 57: Hammer 58: Bone-throwing skull 5A: Hermit Crab 5B: Mario holding a hammer-WHAT?! 5C: Oil drum flames(glitched if not spawned by barrels) 5E: Donkey Kong; spawns fireballs (0-4) 64: Basic walking enemy 6E: Donkey Kong; throws non-carryable barrels (0-1, 9-5) 74: Elevator platform 7A: Giant Donkey Kong! (9-9) 7C: Flame 7D: ? 7E: Burrowing "Panser" (crashes game) 7F: Mario's starting point 80: Wall-walking mouse/ladybug/walrus/armadillo, depending on tileset 82: Weird Helmet thing 84: Floating iceberg platform 86: Wind-up toy/Penguin/Tree/Cactus/Scuba diver/Mummy/Pharaoh/Armored guy/Robot/Zombie, depending on tileset 88: Knight 8A: Donkey Kong; throws Egyptian/rock guys (5-12, 8-16) 8E: Wind 90: Donkey Kong; throws 1 spring (0-3, 2-8, 4-4) 92: Donkey Kong; throws non-carryable barrels grabbed from both sides (5-8, 9-2) 94: Monkey 96: Falling icicle 98: Wall-walking flame/Pointed zapper/Spiked bug/Porcupine/Scorpion/Skull monster, depending on tileset 9A: Donkey Kong; shakes the ground, causing an avalanche of objects (1-4, 5-4, 7-8, 9-1) 9C: Mario w/hand lifted up? 9D: Fruit A0: Rolling Cockroach A2: Frog A4: Donkey Kong; throws boulders (8-8, 8-12) A6: Donkey Kong; does nothing (3-4, 6-4, 7-4, 8-4, 9-4, 9-6) A8: Donkey Kong Jr.; runs from side of screen and throws poison mushrooms AA: Donkey Kong; drops poison mushrooms (4-8, 9-3, 9-7) AC: Trash can monster AE: Trash can B0: Block creature B6: Klaptrap B8: Lock icon BA: Oil can BE: Donkey Kong; throws barrels that can be kicked and picked up (4-12, 9-8) C0: "Panser" C2: Pauline C6: Donkey Kong Jr.; does nothing C8: Big-eared creature that charges at Mario when his back is turned CA: Donkey Kong Jr.; throws poison mushrooms CC: Donkey Kong; throws barrels that can be kicked and picked up (1-8, 2-12, 3-8, 6-8, 7-12) ____________________ |
Raccoon Sam |
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Cobrat Level: 56 Posts: 320/672 EXP: 1379157 Next: 19019 Since: 02-19-07 From: Hi Last post: 3460 days Last view: 2691 days |
Well I'll be damned. I never thought anyone could surpass the maximum level of awesome, but it appears I'm mistaken.
Incredible job..! Can't wait to see someone hack the game. ____________________ |
GreyMaria |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 529/2851 EXP: 11913126 Next: 349134 Since: 07-13-07 Last post: 4489 days Last view: 4459 days |
The awesome bar's maximum has just been raised 300 points. ____________________ we're currently experiencing some technical difficulties |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 166/202 EXP: 226194 Next: 2985 Since: 04-21-07 From: United States Last post: 2412 days Last view: 2373 days |
Don't get your hopes up. I still can't figure out how to make a level that doesn't look like a n00b made it. As far as I can tell, it appears to use some sort of compression. If anyone feels like looking into this, go ahead. (and I mean please do so; I'm not so great with this kind of stuff)
Also, I forgot to mention that this is for the Donkey Kong (JU) (V1.0) [S][!].gb ROM. ____________________ |
Raccoon Sam |
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Cobrat Level: 56 Posts: 323/672 EXP: 1379157 Next: 19019 Since: 02-19-07 From: Hi Last post: 3460 days Last view: 2691 days |
What is wrong with you people this is an outstanding discovery >:U ____________________ |
Mattrizzle |
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Red Cheep-cheep Level: 33 Posts: 169/202 EXP: 226194 Next: 2985 Since: 04-21-07 From: United States Last post: 2412 days Last view: 2373 days |
If I read one more person praising me or calling me awesome, I'll lose my mind!
Anyway, I found out that the levels simply use LZSS compression. Here are some specifics on the variant of LZSS that GBDK uses: In most cases, right after the 7 bytes that make up the header, you should see a number that isn't 00. When you reverse the order of the bits, they will show you whether the next few bytes are compressed or not. Example from Stage 1-1: 144D2: 00 07 0C 96 00 00 00 79 Here, we see 79, which is 01111001 in binary. Reverse the bits and you end up with 10011110. 1 means the byte is uncompressed, while 00 means the next two bytes are compressed. Let's go back to our example: 144D9: 79 FF 01 0F 01 0A CD DF E0 D4 16 0F (I italicized the 0 bits and boldfaced the 1 bits to make things easier to see) Bits set to 1 are nothing special. What you see is what you get. However, bits set to 0 are a little trickier... What you need to remember is that the first byte is always the relative location of the tile(s) to duplicate, and the second byte is the length plus 3. For example, 01 0F would start at the tile right before these bytes (which in this instance is blank tile FF), and duplicate it 18 times. If you're still confused, see Nemesis' document at RHDN for more information on LZSS compression. ____________________ |
GreyMaria |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 583/2851 EXP: 11913126 Next: 349134 Since: 07-13-07 Last post: 4489 days Last view: 4459 days |
But you ARE awesome.
You've taken the best game of '98 or whatever the hell it was and turned it into the best hackable game of '98. ____________________ we're currently experiencing some technical difficulties |
EggplantPimp |
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Buzzy Beetle Level: 44 Posts: 28/378 EXP: 578604 Next: 32681 Since: 04-30-07 From: Boo York, Home Of The Big Pumpkin Last post: 1244 days Last view: 1244 days |
This is really great! I love DK for Game Boy, way better than Mario vs. Donkey Kong imo. Thanks for taking the time to find this data Mattrizzle.
*hugs!* ____________________ - Nikki |
KawaiiImoto-e |
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Shyguy Level: 24 Posts: 70/98 EXP: 76798 Next: 1327 Since: 02-20-07 From: RĂ¼ti ZH Last post: 5168 days Last view: 2007 days |
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Main - ROM Hacking - Game Boy Donkey Kong ROM addresses | New thread | New reply |
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