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Main - ROM Hacking - Chip'n'Dale level editor: Y/N? New thread | New reply

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hukka
Posted on 11-13-09 06:37 PM Link | Quote | ID: 119300


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I made a level displayer for NES Chip'n'Dale some time ago and it could be pretty easily extended into a level editor. I figure it could also support C'n'D 2 and maybe some other games if they use the same format. Would anyone actually use such an editor?

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Trelior
Posted on 11-13-09 06:38 PM Link | Quote | ID: 119301


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I actually think that would be a pretty awesome idea. Go for it.

copyRIGHThunter
Posted on 11-14-09 01:32 AM Link | Quote | ID: 119357


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I'd think about it. I'm not too familiar with that game. I'm always happy to see another editor out there.

We all know what game I'm obsessed with. I always played DuckTales more (it is sooooo addicting- that pogo jump and the music), even if it was the same basic format that MegaMan had..... That game and the Magical Quest series with Mickey and Minnie for the SNES..... ah, the old stuff CAPCOM made.

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GreyMaria
Posted on 11-14-09 01:36 AM Link | Quote | ID: 119361

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God yes Duck Tales. Best damn game ever. BOING~


...Actually, I've never heard of this Chip'n'Dale game. :V

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messiaen
Posted on 11-14-09 02:15 AM Link | Quote | ID: 119364


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I remember playing Chip'n'Dale on the NES. Wouldn't use an editor, however I would like to see a hack of that game. If you don't have enough motivation to write a full-fledged editor, at least share your notes and maybe the level viewer source.

MathUser
Posted on 11-14-09 02:29 AM Link | Quote | ID: 119365


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I'd like to see a Chip n' Dale level editor creator.

hukka
Posted on 11-14-09 02:42 AM (rev. 2 of 11-14-09 02:51 AM) Link | Quote | ID: 119367


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Posted by copyRIGHThunter
I'd think about it. I'm not too familiar with that game. I'm always happy to see another editor out there.

We all know what game I'm obsessed with. I always played DuckTales more (it is sooooo addicting- that pogo jump and the music), even if it was the same basic format that MegaMan had.....


Actually, yeah, DuckTales was a much better game than C&D. Anyone know where I could find info on its level layout, assuming it's documented?

Here's my findings so far, I don't think I'll spend any more time on this. Feel free to tell me if there's a better place to post this info.


Chip 'N Dale Rescue Rangers
---------------------------
Last modified: 2009-11-14 by hukka (hukkax gmail)

The game has 15 levels.
0 2 3 4 5 6 7 8 9 A B E E D D <- forgot what these are, gfx banks used by levels?


Data
----
0010 screen contents (macrotile IDs, 8x8 per screen)


Tileset datas
-------------
3000 tileset 0
3000 tileset 1
7000 tileset 2
7000 tileset 3
F000 tileset 4
B000 tileset 5

+6F0 macrotile definitions (tile IDs)
*AF0 tile definitions (top left)
*BF0 tile definitions (top right)
*CF0 tile definitions (bottom left)
*DF0 tile definitions (bottom right)
*F00 tile attribute table

Attribute bytes have the palette index in the rightmost nybble and
the leftmost nybble specifies the kind of block:
0: nothing
1: collectable
2: floor
3: solid
4: enemy
5: solid
6: foreground
7: move up
8: slope \
9: slope /
B: door

Scroll data bytes have the scrolling type in the leftmost nybble.
The rightmost nybble, if nonzero, describes the pointer index where
the door in this room points to.

1E440 scroll data

0 Up only
2 Left edge; up
4 Right edge; up
A Left only
C Right only
E Left & right


1E673 door pointers
When changing rooms via door, datas used:
1E673 index to layout data
1E68B screen Y location in layout
1E6A3 screen X location in layout
1E6BB enemy graphics set
1E6D3 level graphics set
1E6EB level palette
1E703 ??? 00 0D 01 02 02 09 03 05
1E71B color cycling (palettes, speed)
1E734 new player Y location
1E74C new player X location


layout @ 1E2D3: (level 1)

1E2D3:
16 17 18 19 1A 1B 00 <- inside area 00
0F 10 11 12 13 14 15
0E 00 00 00 1D 00 1C <- boss entrance 12
08 09 0A 0B 0C 0D 00
00 00 00 00 00 07 00
01 02 03 04 05 06 00

scroll @ 1E42C:
C0 C0 C0 C0 C0 C2 00
E0 C0 C0 C0 C0 C0 C1
00 00 00 00 80 00 98
20 A0 A0 A0 E0 E0 00
00 00 00 00 00 00 00
C0 C0 C0 C0 C0 40 00

layout @ 1E2FD: (level A-1)
3D 00 00 <- boss room
00 00 3C
00 00 3B
00 00 3A
00 00 39
00 00 38
00 00 37
34 35 36 <- 34 start

scroll @ 1E456:
80 00 00
00 00 83
00 00 00
00 00 00
00 00 00
00 00 00
00 00 00
C0 C0 40

layout offsets:
1E2D3 1E2FD 1E315 1E32D 1E345 1E365 1E37D
1E3A5 1E3C5 1E3ED 1E405 1E425 1E425 1E42B


1105C do apples scroll with screen
1105D how apples act
1105E how apples behave


101A0
1E210 amount of enemies per level (?)

CBxx: music data

141F0 chip sprite?


Pointer tables
--------------
(Add 8010 to pointers to get ROM offset)

101B2, 101A3 ptrs to Tbl1 for each level
101D0, 101C1 ptrs to Tbl2 for each level
101EE, 101DF ptrs to Tbl3 for each level
1020C, 101FD ptrs to Tbl4 for each level
1022A, 1021B ptrs to Tbl5 for each level
10248, 10239 ptrs to object data
1E201 ?? graphics ptr
1E26A
1E288, 1E279
1E2A6, 1E297 ptrs to layout data
1E2C4, 1E2B5 ptrs to scroll data


Tables
------
[Tbl1] X screen# object should appear in
[Tbl2] Object X pixel positions
[Tbl3] Y screen# object should appear in
[Tbl4] Object Y pixel positions
[Tbl5] Object IDs

1E210 start locations (indexes to room layout data)
1E23D graphics set for enemies/objects (8x=enemy gfx, 9x=tile gfx)
1E24C graphics set for level tiles (8x=enemy gfx, 9x=tile gfx)
1E25B palette used by level
1E22E room layout heights
1E21F room layout widths


Objects
-------
00 Dog
01 Mouse
02 Bee
03 glitched
2C Spark (long range)
2D Spark (medium range)
2E Spark (short range)

09 Apple
0A Star (hidden)
0B Flower
0C Star
0D Acorn
0E Flashing acorn
0F 1 up
14 Fly


Graphics
--------
1C354 Palettes

20010 Enemy graphics 1
21010 Enemy graphics 2, ...
2C010 Enemy graphics 13

30010 Object graphics 1
31010 Object graphics 2, ...
3B010 Object graphics 12


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Bond697
Posted on 11-14-09 03:39 AM Link | Quote | ID: 119368


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i played the hell out of the first chip and dale game, it was a ton of fun. it might be neat to make new stages out of all the different tilesets in that game.

Marzen
Posted on 11-14-09 04:05 AM Link | Quote | ID: 119369


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Oh man, CnD was such an awesome game for the NES. It was, like, my only Capcom game back then ... Awesome music, awesome gameplay, I would hack the shit outta it if I could.

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copyRIGHThunter
Posted on 11-14-09 04:26 AM (rev. 2 of 11-14-09 04:53 AM) Link | Quote | ID: 119370


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Posted by hukka


Actually, yeah, DuckTales was a much better game than C&D. Anyone know where I could find info on its level layout, assuming it's documented?




All I've found so far is here....

http://www.thealmightyguru.com/Games/Hacking/Hacking-Tables.html

I dunno if it will help at all since I'm terrible at this end of the hacking world :-/

If you build a tool for Ducktales, I'd probably hack it bigtime Oh also, there was a sequel to Ducktales, still for the NES, and it seems to largely be the same game engine. It was expanded a bit to support more powerups from Gyro.... I think his name was.... Also, if you're looking at cool platformers for NES, I loved Felix the Cat. I don't think it was as good as Ducktales, mostly because the levels were pretty plain....

If I find anything else, I'll let ya know hukka


EDIT: Not to get off topic.... too much....., but NES Ducktales easily has the greatest 8-Bit music I've ever heard. Everyone loves The Moon Stage's song....





And this thing was awesone


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hukka
Posted on 11-14-09 01:49 PM Link | Quote | ID: 119392


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Posted by copyRIGHThunter
All I've found so far is here....

http://www.thealmightyguru.com/Games/Hacking/Hacking-Tables.html

I dunno if it will help at all since I'm terrible at this end of the hacking world :-/

Thanks, but that's only helpful for modifying the texts in the game. There didn't seem to be much documentation on the game's internals anywhere, so I guess I'll have to figure it out myself.


Oh also, there was a sequel to Ducktales, still for the NES, and it seems to largely be the same game engine. ... Also, if you're looking at cool platformers for NES, I loved Felix the Cat.

I've played and completed both of these. If I make a DuckTales editor it'll support the sequel too. Also, yeah, DT had awesome music.



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KDE User X
Posted on 11-14-09 01:52 PM Link | Quote | ID: 119394


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I'd rather want better adventures of lolo 2 editor sine neptune is kinda meh

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infidelity
Posted on 11-14-09 03:45 PM (rev. 4 of 11-14-09 05:03 PM) Link | Quote | ID: 119399


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Well well.....You guys are talking about a Duck Tales editor, heh heh....

More than a year ago, I tried makeing an attempt of learning Visual Basic 6, with some major assistance from Matrixz. The purpose, there was 2.

1. To create a level editor for Duck Tales, a game and cartoon series, that I loved to death as a child growing up so very very much.

2. To give back to the rom hacking community. I've always wanted to create something that people could enjoy and use.

Before I even attempted to begin creating the editor, I spent a whole month dissecting the entire game!

I have about "99.8 percent" of the rom dissected and documented.

The ONLY thing I cannot figure out, is the scrolling. Even to this date, I have no knowledge of having the freedom to create new scrolling/directions/etc.

I have just about every sprite documented. *I think the only sprite that gave me trouble, and probably still will if I looked again, is Gizmoduck on The Moon level*

I have all the levels documented.

I have everything that is needed for a hefty level editor for this game.

AND....Kuja Killer lent me some asm assistance in creating palette animations for Duck Tales as well. (palette animations were only in Duck Tales 2) I wanted this because I've ALWAYS pictured Scrooge bouncing around in Heatman's level, lol.

I also made more custom asm, so that each level's data is seperate. *this rom shares alot of shit from eachother* so I did some asm to enable the user to have full control of each level, without the other levels screwing up.
I documented all the levels that share eachother as well.

And now......2 proof of concepts...

Screenshot


All of My Notes!
http://acmlm.kafuka.org/uploader/get.php?id=2454

So far, the only working thing, is the ability to edit all TSA blocks.

(Palette,Tile,Physical Property)

With Megaman Ultra 2 taking all my time, it's been very hard to set time aside to learn VB6. As you can tell from the pic, this editors style is heavily based off of MegaFLE. I cannot thank Matrixz enough for spending alot of time with me going over how VB6 works.

Well, for all you Duck Tales fans out there, there may be still hope

hukka
Posted on 11-14-09 05:39 PM Link | Quote | ID: 119400


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Posted by infidelity
The ONLY thing I cannot figure out, is the scrolling. Even to this date, I have no knowledge of having the freedom to create new scrolling/directions/etc.

I'm guessing the scroll data is in a similar format to Chip&Dale's, as I described in my previous post. I didn't find the relevant data for DT yet though.


With Megaman Ultra 2 taking all my time, it's been very hard to set time aside to learn VB6. As you can tell from the pic, this editors style is heavily based off of MegaFLE. I cannot thank Matrixz enough for spending alot of time with me going over how VB6 works.

So, are you still going to work on your DT editor then? I guess there's no point in me starting another one in that case


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infidelity
Posted on 11-14-09 06:14 PM Link | Quote | ID: 119403


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I'd like to continue it, but it's hard for me to learn something completely new, when i've been learning/still learning asm for over 4 years. But I feel this will get done someday.

Naulahauta
Posted on 11-14-09 06:24 PM Link | Quote | ID: 119405


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Man, this sounds great! Go for it!

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hukka
Posted on 11-14-09 09:07 PM (rev. 2 of 11-14-09 09:07 PM) Link | Quote | ID: 119432


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Okay, I decided to do start work on the Chip'n'Dale Rescue Rangers editor. I'll see about doing a DuckTales editor in the future if nothing has appeared till then.

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Kiokuffiib11
Posted on 05-02-10 09:01 PM Link | Quote | ID: 130830


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I'd be interested in this. And the code you should paste over to Datacrystal.org thay way other people could use it too.

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Celice
Posted on 05-03-10 04:51 PM Link | Quote | ID: 130852


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I am interested in all possible level editors But especially so with Capcom games.

Googie
Posted on 05-10-10 01:22 AM Link | Quote | ID: 131063


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An editor of this game would be really cool, hell yeah...

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