| |||
Views: 88,437,269 |
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search | 04-19-24 07:06 PM |
|
Guest: Register | Login |
0 users currently in ROM Hacking | 3 guests |
Main - ROM Hacking - Red Falcon, Contra editor (Formerly "Contra hacks...") | New thread | New reply |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 407/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Oh noes! An explosion of objects!
Fortunately, it was predictable. The "repeat" objects are not implemented, so the pointer probably stepped over the expected FF byte and went on crazy. This shouldn't be hard to correct. More to come later! |
NastyNate |
| ||
Red Tektite Level: 22 Posts: 66/76 EXP: 51878 Next: 6472 Since: 07-07-07 From: California Last post: 5300 days Last view: 4841 days |
Dang! looks nice |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 409/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Okay, the repeat loop is implemented, with great success...
In the meanwhile, I thought about something to implement the changing graphics trick. It seems like there's always two "sets" of graphics used in any level. A "normal" one and a "boss" one, for when you step into the last screen. The editor will have a button to switch between the two graphic modes. Another problem will be how to edit the repeated objects. Stay tuned! |
Googie |
| ||
Giant Red Paratroopa Level: 77 Posts: 313/1407 EXP: 4178879 Next: 12250 Since: 02-19-07 From: Brooklyn, NY Last post: 2 days Last view: 2 days |
Looking good Trax, that's much better now. Eeee, I'm excited! (^__~) ____________________ My Linktree |
frantik |
| ||
Red Koopa Level: 28 Posts: 71/139 EXP: 127335 Next: 4003 Since: 10-09-07 Last post: 4482 days Last view: 4476 days |
w00ties |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 411/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Exciting it is! A few other details only, but better than nothing. But the real deal will start when I'll set up the level and enemy data structures completely. The fun thing is that there's virtually no limit to a level's length. I presume the theoretical limit is FF or 7F, which would be Hell of a long level, anyways. The sad thing is that there's not a lot of free space available in the corresponding bank...
Yay! Transparency! Since you can't see the object in-game, I made a custom image for it. I also made a custom image for the single mortar shot (with different attributes options), which is apparently not used in the original game, for some obscure reason... |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 414/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Yowza! Enemy Controls! The disabled fields on the right are enabled as needed when the repeat attribute is other than zero. Level size is modifiable now...
Mah, that's it, that's all... For today... |
Raccoon Sam |
| ||
Cobrat Level: 56 Posts: 537/672 EXP: 1379294 Next: 18882 Since: 02-19-07 From: Hi Last post: 3461 days Last view: 2692 days |
That is so amazing..!
That's all I can say. ____________________ |
messiaen |
| ||
Cheep-cheep Level: 32 Posts: 19/193 EXP: 204334 Next: 2108 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4436 days Last view: 4764 days |
Really amazing!
Trax, do you have screenshots from other levels? Have you made any progress with the vertical ones? |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 415/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Nope, nothing but level 1 for now. The good is thing is that levels 5,6,7,8 will probably be similar to level 1, since they are horizontal. Level 3 won't be too hard either, I think the enemy data is exactly the same: each "screen" has a series of enemy data associated with it. The only difference is that the "screens" are piled up in level 3, instead of put side to side. Level 2 and 4 are more mysterious, the enemy data is not fully cracked yet. I will probably put the screens side to side in the editor...
Another screenshot for the road? Aaaah! Even more chaos! This is temporary! Enemy data structures still deficient. To be corrected shortly... |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 419/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Okay, this is getting a little more serious. Enemy Data Structure is corrected. All enemy data fields are modifiable. When you change the repeat field, the rightmost fields are enabled/disabled accordingly. With repeats, you can have an object repeated, with different Y position and attibutes. I think the game used this feature only for multiple zeppelins appearing in parallel. Example of a repeating object:
I changed the third Running Man to a Weapon Zepplin, repeated 4 times. Without repeats, this object setup would take 12 bytes (4*3), but with repeats it takes 6 (3 + 1 for each repeated object). You can't add or delete enemies yet, but this should not be too hard to implement. Nothing new about palettes. And I'm also working on the alternate graphics set, so you can see the boss tiles correctly... More to come later! |
Mega-Dog |
| |||||||||||||||||||||
Red Goomba Level: 16 Posts: 13/37 EXP: 17281 Next: 2975 Since: 02-27-08 From: Minnesota Last post: 1040 days Last view: 770 days |
|
KP9000 |
| |||
Boomboom Level: 90 Posts: 360/1975 EXP: 6949661 Next: 238948 Since: 02-19-07 Last post: 3573 days Last view: 3197 days |
|
Mega-Dog |
| |||||||||||||||||||||
Red Goomba Level: 16 Posts: 14/37 EXP: 17281 Next: 2975 Since: 02-27-08 From: Minnesota Last post: 1040 days Last view: 770 days |
|
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 420/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Yes, the repeat works with any sprite. Pretty interesting if you want to pack your levels with a truckload of enemies without busting the ROM bank limit. I found that in level 6, some repeats are used for vertically-aligned fire bursts, and in level 7, for some mechanical claws. Below, a Rifle Man repeated 3 times. The second copy has the attribute to make it hidden in bushes...
In the meanwhile, I'm working on vertical layout of level 3... Not perfect, as you can see... |
Legomen |
| ||
Red Koopa Level: 28 Posts: 105/139 EXP: 128830 Next: 2508 Since: 05-19-07 Last post: 5593 days Last view: 5543 days |
Will this editor work with jap and usa roms? Or only usa version? :\ ____________________ Sorry for my bad english |
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 421/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
Right now, I'm only trying to make it work with the US version, which is already demanding. The Japanese version has some major differences, like animated title screen, animated tiles in levels and cut scenes. If the graphics and level data are formatted the same way as in the US version, it won't be too hard to make offsets for the Japanese version as well. It's just not in my plans right now...
I finally made the vertical level layout to work properly. The stupid thing is that every "screen" is not 7 or 8 meta-tiles high. They are 7.5 high. Duh. The last row of meta-tiles in each screen has only the top half displayed. Since I couldn't find a way to shift the matrix's cells halfway down, I had to draw a black bar between each screen. Not elegant, but at least the entire level displays correctly... And as usual, the boss is not displayed correctly due to the graphics changes during gameplay. I'm still trying to find out where the graphics are loaded from... More screenshots and fun to come later... |
Mega-Dog |
| |||||||||||||||||||||
Red Goomba Level: 16 Posts: 16/37 EXP: 17281 Next: 2975 Since: 02-27-08 From: Minnesota Last post: 1040 days Last view: 770 days |
|
KP9000 |
| |||
Boomboom Level: 90 Posts: 374/1975 EXP: 6949661 Next: 238948 Since: 02-19-07 Last post: 3573 days Last view: 3197 days |
|
Trax |
| ||
Yellow Stalfos Level: 71 Posts: 425/1145 EXP: 3034149 Next: 132965 Since: 07-06-07 From: Québec Last post: 3620 days Last view: 2872 days |
You've got an interesting point there, KP9000. Mac users are subject to all kind of double standards...
Okay, now for some reason, I have additional screenshots. Now all scrolling levels display correctly... Level 5: Level 6: Enemies display correctly also, at least they are correctly placed, the graphics are not all loaded yet. This part is somewhat hard-coded for now, simply because I can't rely on some kind of sprite tile mapping. Any info on that matter will be appreciated... Colors are on the way, I found the data, now to decode it and implement it in the editor... |
Main - ROM Hacking - Red Falcon, Contra editor (Formerly "Contra hacks...") | New thread | New reply |
© 2005-2023 Acmlm, blackhole89, Xkeeper et al. |
MySQL - queries: 132, rows: 171/172, time: 0.020 seconds. |