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Main - ROM Hacking - MM3 Teleporting Blocks New thread | New reply


Firehawke
Posted on 09-29-08 08:12 PM Link | Quote | ID: 91375

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I've been using MegaFLE X on MM3, and slowly working my way through my first hack. It's been a bit slow going as I learn the tools, but nothing too terrible. Well, until I hit Magnet Man's stage. Either MegaFLE X doesn't support editing of the teleporting blocks or I'm completely missing where and how to do this.

Anyone got any ideas? Even if it means pulling out a hexeditor with a text file of offsets and other data, I really don't want to give up on this with what I have already done.

As this is my first post, I did dig through the forum history and didn't find anything, and so I do apologize if I'm asking something that's been asked 10,000 times already.

Trax
Posted on 09-29-08 08:27 PM Link | Quote | ID: 91376


Yellow Stalfos
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If you think you can hack the world without using a "hex editor and text files of data", you're weird...

You can use a debugger to pinpoint the location of the code that is used to display the teleporting blocks. If you disassemble the part of code related to Magnet Man's level, you will eventually bump into a relevant data table, and some corruption will give you the answer in no time...

kuja killer
Posted on 09-30-08 04:06 PM (rev. 2 of 09-30-08 04:09 PM) Link | Quote | ID: 91428


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Megafle does not support the editing of the disappearing blocks cause it's a special non-sprite data format.

And it's actually a very tricky one.

12345, 12349 specify the 2 level id's in the game which you wanna have the blocks for.

123F6-124AF is the data for the blocks, it's got like 4 different formats across the table. Uh, x position, Y position, screen number, and something else i think

I personally have never even edited the blocks myself before since i just haven't needed them yet for my game

Jigglysaint
Posted on 10-01-08 03:40 AM Link | Quote | ID: 91477


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Ahh, so that's how they work. I've always wondered that.

BTW, it should be easy to make it work for any level. All you need to do is instead of compare the values and do it accordingly, you could first load the current level in ram, then use that value to grab a value as the first byte of a pointer, save it to ram, get the second, then use a jmp indirect and have all the data to be excecuted ready to go in the format. Levels without blocks will just automatically return, and levels with can go to a routine that sets up the blocks.

That is, if room is available. If not I guess you can only pick 2.

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