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Main - ROM Hacking - Binary Land Editor | New thread | New reply |
Trax |
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Yellow Stalfos Level: 71 Posts: 938/1145 EXP: 3035838 Next: 131276 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
To ease my mind, I sometimes work on simple ROMs, which are still games that I like a minimum, just to keep a minimum of interest. One of them is Binary Land, a game with an interesting concept. Two little penguins must reach a caged heart while avoiding enemies. Their movements are mirrored horizontally. That's it...
I made a rough version of an editor, with the data I already know. The levels have a basic layout and then specific blocks are added as needed to complete the maze. Oddly enough, the data I found until now only covers the left side of the 16 levels. My best guess is that the second half is somehow calculated. Or maybe I just didn't find the data for the second half... Here you can get my notes on the second bank, which contain key data. These notes are basically a disassembly of the ROM, with contents added as I discover the nature of the data. Note that this file is bound to be modified regularly, so you can expect more stuff to appear anytime... Some key tables: 4892: Table for High Scores Tables for ? When modified, it affects both tiles and Spider Webs 6519: 0F 00 04 08 0C 01 05 09 0D 02 06 0A 0E 03 07 0B 6529: 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 6741: Table related to hidden items in blocks 6751: Pointer table for levels extra blocks (left part) 6771: Tables for levels extra blocks (all 16 levels, each series end with FF) 6827: Pointer table for Spider Webs? (not as straightforward as Level Data) 6847: Tables for Spider Webs (sort of) The two tables at 6519 and 6529 seem to affect tile layering, so I guess there's something to discover there. If you can find anything of interest in those lines, or if you can find other data, let me know. Feel free to use this information if you want to make an editor or a hack... Comments are welcome... |
Googie |
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Giant Red Paratroopa Level: 77 Posts: 587/1407 EXP: 4181154 Next: 9975 Since: 02-19-07 From: Brooklyn, NY Last post: 9 days Last view: 9 days |
You kick ass Trax, I remember when I did that graphics hack of this game.
feel free to use my notes I found for changing the palettes in the hack I did back in 2008. I also held on to this site for my Binary Land needs... ____________________ My Linktree |
Trax |
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Yellow Stalfos Level: 71 Posts: 939/1145 EXP: 3035838 Next: 131276 Since: 07-06-07 From: Québec Last post: 3627 days Last view: 2879 days |
Excellent, more useful info...
I got the trick about level layers. Both halves of the levels use one of the 16 possible sets of extra blocks. And each of these sets have their corresponding set of Spider Webs. So if you change a level to have another set of blocks, the spider webs will change along with it. That calls for a strange implementation of a level editor. But nothing is impossible... For each level, you have 2 sets of blocks, one for the left part and one for the right part. The tables at 6519 and 6529 are used to make the associations. The first set of 0x10 is for the left side, and the next is for the right side. For example, level 1 has codes 00 and 01. Level 2 has 04 and 02. Etc... Right now, my editor has 3 modes. One to edit the basic layout, common to all levels. One to edit the 16 possible sets of blocks. And the third one is for sets associations for each level... Another interesting spin of the game is that the halves associations change when you go around the 16 levels cycle. So level 17 will have its left half the same as level 1, but the right half the one of level 2. That's why some people thought that the levels following the 16th one were randomly generated... Now, I'm trying to find out about how enemy patterns are generated. Their initial locations seem to be randomized... |
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