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Main - ROM Hacking - Chip'n'Dale level editor: Y/N? | New thread | New reply |
hukka |
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Goomba Level: 14 Posts: 22/28 EXP: 11710 Next: 1361 Since: 03-19-07 From: Finland Last post: 4254 days Last view: 3842 days |
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? ____________________ http://hukka.ncn.fi |
Trelior |
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Level: 99 Posts: 727/2602 EXP: 9754951 Next: 245049 Since: 07-12-09 Last post: 4496 days Last view: 4483 days |
I actually think that would be a pretty awesome idea. Go for it. |
copyRIGHThunter |
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Shyguy Level: 22 Posts: 46/83 EXP: 55527 Next: 2823 Since: 07-21-09 Last post: 4635 days Last view: 4635 days |
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. ____________________ |
GreyMaria |
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>implying even the Japanese understand the Japanese Level: 105 Posts: 1658/2851 EXP: 11920182 Next: 342078 Since: 07-13-07 Last post: 4496 days Last view: 4466 days |
God yes Duck Tales. Best damn game ever. BOING~
...Actually, I've never heard of this Chip'n'Dale game. :V ____________________ we're currently experiencing some technical difficulties |
messiaen |
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Cheep-cheep Level: 32 Posts: 153/193 EXP: 204440 Next: 2002 Since: 05-26-08 From: Porto Alegre, Brazil Last post: 4442 days Last view: 4770 days |
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 |
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Micro-Goomba Level: 9 Posts: 7/10 EXP: 2304 Next: 858 Since: 10-09-09 Last post: 5024 days Last view: 5207 days |
I'd like to see a Chip n' Dale level editor creator. |
hukka |
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Goomba Level: 14 Posts: 23/28 EXP: 11710 Next: 1361 Since: 03-19-07 From: Finland Last post: 4254 days Last view: 3842 days |
Posted by copyRIGHThunter 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 ____________________ http://hukka.ncn.fi |
Bond697 |
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Red Goomba Level: 16 Posts: 21/40 EXP: 19015 Next: 1241 Since: 11-05-08 Last post: 5001 days Last view: 4450 days |
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 |
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Giant Koopa I might be alive, but chances are that's not the case. Level: 73 Posts: 915/1273 EXP: 3420573 Next: 65295 Since: 10-15-08 From: Lulzerland Last post: 4587 days Last view: 4494 days |
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copyRIGHThunter |
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Shyguy Level: 22 Posts: 48/83 EXP: 55527 Next: 2823 Since: 07-21-09 Last post: 4635 days Last view: 4635 days |
Posted by hukka 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 ____________________ |
hukka |
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Goomba Level: 14 Posts: 24/28 EXP: 11710 Next: 1361 Since: 03-19-07 From: Finland Last post: 4254 days Last view: 3842 days |
Posted by copyRIGHThunter 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.
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. ____________________ http://hukka.ncn.fi |
KDE User X |
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Koopa Level: 25 Posts: 82/104 EXP: 79360 Next: 10260 Since: 12-26-08 From: Finland Last post: 5197 days Last view: 5197 days |
I'd rather want better adventures of lolo 2 editor sine neptune is kinda meh ____________________ |
infidelity |
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Fuzz Ball Level: 66 Posts: 134/968 EXP: 2367930 Next: 93921 Since: 05-24-07 Last post: 958 days Last view: 814 days |
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 |
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Goomba Level: 14 Posts: 25/28 EXP: 11710 Next: 1361 Since: 03-19-07 From: Finland Last post: 4254 days Last view: 3842 days |
Posted by infidelity 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.
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 ____________________ http://hukka.ncn.fi |
infidelity |
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Fuzz Ball Level: 66 Posts: 135/968 EXP: 2367930 Next: 93921 Since: 05-24-07 Last post: 958 days Last view: 814 days |
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 |
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Red Paragoomba Level: 19 Posts: 3/56 EXP: 30491 Next: 5286 Since: 10-27-09 Last post: 3704 days Last view: 484 days |
Man, this sounds great! Go for it! ____________________ oh |
hukka |
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Goomba Level: 14 Posts: 26/28 EXP: 11710 Next: 1361 Since: 03-19-07 From: Finland Last post: 4254 days Last view: 3842 days |
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. ____________________ http://hukka.ncn.fi |
Kiokuffiib11 |
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Porcupo Level: 40 Posts: 92/313 EXP: 407032 Next: 34277 Since: 07-10-09 From: Marquette, Michigan Last post: 3311 days Last view: 1934 days |
I'd be interested in this. And the code you should paste over to Datacrystal.org thay way other people could use it too. ____________________ セシル |
Celice |
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Buzz Blob Level: 39 Posts: 234/285 EXP: 379735 Next: 25036 Since: 04-06-07 From: Oroville, CA Last post: 3685 days Last view: 3647 days |
I am interested in all possible level editors But especially so with Capcom games. |
Googie |
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Giant Red Paratroopa Level: 77 Posts: 620/1407 EXP: 4180882 Next: 10247 Since: 02-19-07 From: Brooklyn, NY Last post: 8 days Last view: 8 days |
An editor of this game would be really cool, hell yeah... ____________________ My Linktree |
Main - ROM Hacking - Chip'n'Dale level editor: Y/N? | New thread | New reply |
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