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Main - ROM Hacking Related Releases - Monster Rapist (new utility) New thread | New reply

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Jomb
Posted on 07-20-10 10:55 PM Link | Quote | ID: 133188


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Introducing Monster Rapist, a new level editor for the NES game Monster Party. This editor will allow you to edit all levels in the game, as well as all background pallettes. You can even change which pallette is displayed where on the levels. See the enclosed readme file for details.



Get it here: Monster Rapist

KP9000
Posted on 07-20-10 11:14 PM Link | Quote | ID: 133191


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Holy fucking shit... This game raped my childhood long ago and now I finally get to rape it back! REVENGE!

I loved this game when I was young though, but I was young enough that it scared the shit out of me, so I didn't play it as much. I always *ALWAYS* played it on Halloween!

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Googie
Posted on 07-21-10 01:19 AM Link | Quote | ID: 133197


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jomb, you know I gotta try this out right? You know why right? Because you made me laugh so hard with that pic tears were comin' outta my eyes! ^^;

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Jomb
Posted on 07-21-10 06:20 AM Link | Quote | ID: 133207


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I cant wait to see what you do with it. If you have any problems let me know. I'm not expecting this to be the final version of the editor, but it's rather complete for level editing as is. I'm hoping to add other features in the future though.

Kiokuffiib11
Posted on 07-21-10 05:13 PM Link | Quote | ID: 133240


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This is pretty cool.

The maps are by premade (from the game) sets , but the palette sets are fully customizable.

I wish there was an enemy editor in there, but, it's pretty cool.



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Jomb
Posted on 07-21-10 08:57 PM Link | Quote | ID: 133258


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I also wish there was an enemy editor in there and if i can figure out how it works I'll eventually add one. The other thing on my wish list is to figure out how doors work, right now if you overwrite a door its just gone, and if you add in a new one its purely cosmetic.

Something which i think is really interesting is if you stack up a bunch of water squares... they behave like quicksand, and you dont take any damage until you hit the bottom. If you time it right you can leap ontop the water.

Kiokuffiib11
Posted on 07-22-10 06:24 AM (rev. 2 of 07-22-10 06:28 AM) Link | Quote | ID: 133280


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I think the editor needs work, but, it's got alot of potential. I'd like to see it be able to be edited block by block rather than set patterns, also block wise as such as well (If possible, but, I don't think that's possible without expanding, but, the first should totally be possible.

Have you tried running it, and having it watch the hex before walking in the door, until you end up in there, then looking into that string of hex and changing it piece by piece?

I'd also like a music editor. That would be cool. I've always loved this game, sou I might be willing to help if you need some help.

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Jomb
Posted on 07-22-10 08:19 PM Link | Quote | ID: 133287


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Wait, I'm not sure what you mean by block by block, as you can already edit each block by the tile, then edit the areas of the map by the block using the blocks you just created by the tile.
It is true though that no matter what you do somethings will have to repeat on the map, but you are fully in control of what repeats and where. This is because the game left a finite area of the ROM to store blocks for each area. In theory this could be expanded with a ROM expansion, but is way beyond my abilities as a ROM-hacker.

I have not as of yet attempted to watch the hex when entering doors. I have more experimentation to do with the ROM, I had figured out how all the levels and pallettes work and where they are stored though, so i did all that first. I'm going to tinker around with the ROM some more next time i get a chance and see if i can crack anything else. Then if i can I'll add in new features based on my findings. If you can figure anything out let me know.
I have no musical background at all, so to add a music editor may be overly ambitious. Another hacker who is very good at music also looked into the music on this game and had a hard time with the system they were using as is (though i believe he may have found a way to alter it to use a different system, which requires a ROM-expand)


Kiokuffiib11
Posted on 07-23-10 05:02 PM (rev. 10 of 07-23-10 09:10 PM) Link | Quote | ID: 133318


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Posted by Jomb

Then if i can I'll add in new features based on my findings. If you can figure anything out let me know.
I have no musical background at all, so to add a music editor may be overly ambitious. Another hacker who is very good at music also looked into the music on this game and had a hard time with the system they were using as is (though i believe he may have found a way to alter it to use a different system, which requires a ROM-expand)




I think the best way to find out how the music works is studying the NSF.

I think I'm gonna take a look at this.

What I'm going to do is:

I'm going to open up the rom in FCEUX, Open up the hex editor, and see if I can find where the music is.

If I can find where the speed changing hex value is for each song, I believe that if you search that value and find it, the next things that follow WILL be the notes, give or take a few hex values.

Wish me luck. I think 002 (The second song on the NSF) would probably be the shortest one, sou probably messing with that first would be the best possibility of finding it.

It's literally a few notes. and would probably be the best and most possible way of finding it.

But, honestly, I should get after doing it rather than explain in detail what I'm doing.
------------------------------------------------------------------------------------------------
Edit:

Not that this is too relevant, but on the title screen, pull up the hex editor and go to 0x000817

If you change it, it changes the monster walking:

00= Plant
01= Spider
02= (My favourite) the minotaur
03=shrimp with ketchup
04=Onion ring with ketchup
05=Tator tots with ketchup
06=Snake
Anything else is glitchy.

I'm guessing that you can change the order that it shows up on the title screen if you can find the values. I'm assuming but haven't checked, that the values would be in the rom 00/01/02/03/04/05/06 like that (Without the slashes).

I'll keep you updated. I hope you don't find this totally irrelevant. I just thought I'd share.

Edit:

Tried that, the closest I get is a spider not moving, over and over.
In the actual rom: 11632-11638
-------------------------------------------------------------------------------------------------

Yay! Progress:
0x000900-0x000903 seem to affect the notes somehow (in game)
0x000912-0x000915 These values change the speed of the music in different ways. (In game)

values for the title screen 05/05/25/05 changing to 05/05/05/05 after the first part.
Values for the password screen 03/07/07/07

92d-92f have something to do with the notes (In game)
The drum looks like 930, but, just changes back after you change it.

936-939 (In game) seems to change what instruments are used.

Values are:
Title screen is 00/04/12/38
Password screen is 00/35/06/38
Story screen is 15/12/04/38
Round 1 is 00/21/41/38

Edit:
These values don't seem to be it. Mayhaps there's something in the PPU?

Edit 2:

http://datacrystal.org/wiki/Monster_Party seems to have a little info about the music.

-------------------------------------------------------------------------------------------------
18010 = Sound when boss gets hurt.

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Jomb
Posted on 07-23-10 09:27 PM Link | Quote | ID: 133325


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The monsters walking around on the title screen thing is strange, and an unusual thing to alter, but if you can master it I'll still add it in.

The music in this game is somewhat mysterious. I was thinking though, if you manage to figure out how it works, how will i add it to the editor? I could make a page which has a list of notes or something which could be changed, but i would have no way for the user to listen to their song unless they opened the ROM and played it. Or we meticulously took samples of the notes from the game for playback in the editor. Basically what I'm getting at is i dont know how to program the code in C++ which will play a particular note and my only work around would be to play a sample.

Kiokuffiib11
Posted on 07-23-10 11:04 PM (rev. 4 of 07-24-10 02:00 AM) Link | Quote | ID: 133330


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Posted by Jomb
The monsters walking around on the title screen thing is strange, and an unusual thing to alter, but if you can master it I'll still add it in.

The music in this game is somewhat mysterious. I was thinking though, if you manage to figure out how it works, how will i add it to the editor? I could make a page which has a list of notes or something which could be changed, but i would have no way for the user to listen to their song unless they opened the ROM and played it. Or we meticulously took samples of the notes from the game for playback in the editor. Basically what I'm getting at is i dont know how to program the code in C++ which will play a particular note and my only work around would be to play a sample.


I'll mess with that a little more. Mayhaps the coding is coded into the ppu though I hope not. It's a little harder to find it then.

I think the monster on the title screen order would be a nice change, though fairly useless.

The music I think would be easy enough to do with a sample, and changing the pitch/speed of the notes, or alternatively, you could do it listing the note like ("C#2" For c sharp on the second scale. kind of how mod plug tracker does.), or you could do an actual bar and staff, but I find most people would hate that. I would. Or, alternatively, you could leave the hex values, and show a table of what notes are what.

By the way, what do you think of the sound thing I found? The changed boss damage noise. Do you think a sound editor would be plausable?
----------------------------------------------------------------------------------------------
[1c-1d shows values in game]

Edit:
Found one frame of the minotaur on the title screen.
c0a0 . Also value c5 would be the onion ring.

00= Plant [ FE? (80?)/ - c098
01= Spider [ fe?/fc? ]
02= (My favourite) the minotaur [ / 6B ] - /c0a0
03=shrimp with ketchup [ ]- c0a2
04=Onion ring with ketchup [C5] - c0a4
05=Tator tots with ketchup
06=Snake


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Jomb
Posted on 07-26-10 02:36 AM Link | Quote | ID: 133405


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Yes you're right, I've been able to change some of monsters on the title screen using this information. I havent mapped out what hex value = what monster yet though. I may add this into the editor at some point, but its a low priority.

I havent had mucg luck with the sound. Also i'm still having trouble wrapping my head around how i would program the sound editor, as i have capability at this time to change the pitch or speed of a sound sample, i would literally have to have a seperate sample for every single possible noise. It may be an untenable situation unless i learn more about how sound works in general.

I have made a discovery about doorways. If you change the hex value at x98BE it changes where the doors lead on round 1. The discouraging thing is that it doesnt just change where the first doorway leads, it shifts all the doorways. I'm not giving up yet, I'll try more when i have more time, but if thats how the doors actually work then it might not make sense to add them into the editor. Hopefully what i've found is actually a pointer to the 1st doorway destination on round one, and later on I'll find that location and will be able to edit where each door leads from there.

Kiokuffiib11
Posted on 07-26-10 06:06 PM Link | Quote | ID: 133433


Porcupo
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Posted by Jomb
Yes you're right, I've been able to change some of monsters on the title screen using this information. I havent mapped out what hex value = what monster yet though. I may add this into the editor at some point, but its a low priority.

I havent had much luck with the sound. Also i'm still having trouble wrapping my head around how i would program the sound editor, as i have capability at this time to change the pitch or speed of a sound sample, i would literally have to have a seperate sample for every single possible noise. It may be an untenable situation unless i learn more about how sound works in general.

I have made a discovery about doorways. If you change the hex value at x98BE it changes where the doors lead on round 1. The discouraging thing is that it doesnt just change where the first doorway leads, it shifts all the doorways. I'm not giving up yet, I'll try more when i have more time, but if thats how the doors actually work then it might not make sense to add them into the editor. Hopefully what i've found is actually a pointer to the 1st doorway destination on round one, and later on I'll find that location and will be able to edit where each door leads from there.


I'm not sure if this will help you, but, SNES games, their save files basically just save bits and pieces of the current data. I am thinking that NES games are likewise. Try saving a game, then looking at the hex in the save file and comparing it.

I would recommend mayhaps as you're going through a door. And to me, it sounds like you found the hex value for the doors over all, rather that specific doors.

However, you may have just found the key to finding it.

What you should do is have the emulator watch that hex. When you change locations in game (Which you might have to refind it in game because it might be moved to another place) it should change it's value.

You might also want to study to see what the JMP value is. Because if you find that, reading how the rom reads it will become easier.

I might take a look at this later.

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Jomb
Posted on 07-27-10 01:23 AM Link | Quote | ID: 133453


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I looked a little further, to x98de and found the data to the first door on round 1. It wont change where that door leads to, but i can now move all the doorways in the game. A door wont work as a door though unless you have the door graphic ontop of it.
So with what i know now i could make the editor capable of rearranging where all the doors are. This is acceptable to me if i cant find a way to change where each door leads, this would effectively do the same thing except that you couldnt make 2 doors lead to the same place. Also, if you make a door lead to another round the game gets all fucked up.

Jomb
Posted on 08-04-10 05:31 AM Link | Quote | ID: 133829


Shyguy
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Alright, I made a very interesting discovery. I found where all the coordinates for doorways are stored. I realized that for some reason round 2 has 3 more entries for doorways than there are doors on that level. I put doors down at those locations... and they worked. They allow you to teleport around on the level. It makes you wonder if round 2 wasnt intended to be kind of like round 6 originally.

Kiokuffiib11
Posted on 08-04-10 05:48 AM (rev. 5 of 08-04-10 06:12 AM) Link | Quote | ID: 133831


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Posted by Jomb
Alright, I made a very interesting discovery. I found where all the coordinates for doorways are stored. I realized that for some reason round 2 has 3 more entries for doorways than there are doors on that level. I put doors down at those locations... and they worked. They allow you to teleport around on the level. It makes you wonder if round 2 wasnt intended to be kind of like round 6 originally.


That is interesting. I wonder if I can find a beta copy of monster party.

I'm interested now. I"m gonna look.

http://www.unseen64.net/2008/08/07/monster-party-nes-beta/ Beta info.

It's an undumped rom, but, it DOES have pictures out there.

Google up "Monster party beta" and click google image.

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master higgins
Posted on 08-08-10 06:02 PM (rev. 34 of 08-10-10 11:57 PM) Link | Quote | ID: 134047


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It's great that there's a level editor for this game. Too bad that it's kinda slow when loading levels, palettes or scrolling through the level.

Does this editor reads always the rom offsets from disk or does it store it in RAM and then read from there?

Thanks for your effort!

EDIT: When i press the "Toggle palette editing button" it takes too long to load the tilsets:



EDIT 2: By the way, I've been messing with the enemies, and I found some data, but I couldn't understand the format. It's some enemy data for the first level which is located at [0x1edb9-0x1edda]. Messing with those values some enemies are replaced with other of another kind, some values there change the enemies position.

Just in case someone is interested

EDIT 3:
Messing with the address 0x1edb9 gives an unrecognizable pattern for the enemy position and type. I'll show the results for some values tested

EDIT 4: INTERESTING PATTERN AT Rom address 0X1EDB9-0X1EDBB!

These buried legs with value 0x06 were giving me always a heart until i got about 10 of them. The ones with 0x07 value give a transforation capsule.

EDIT 5: It seems the pattern for the enemy positions is that for the whole level there is an array of the length of the level measured in tiles (16 pixels wide). For every position theres a value that which indicates if theres an enemy present there, what kind of enemy is and at which height is positioned.

I tried to fill a whole 16 length row to make the first screen full of enemies, but it seems the game prevent from showing more than 3 or 4 enemies on the screen at the same time.

EDIT 6: More data (WIP):

An enemy value equal to 0x00 means there's no enemy in that byte.
No more than 3 enemies on screen at the same type are allowed in the game

It's great that there's a level editor for this game. Too bad that it's kinda slow when loading levels, palettes or scrolling through the level.

Does this editor reads always the rom offsets from disk or does it store it in RAM and then read from there?

Thanks for your effort!

EDIT: When i press the "Toggle palette editing button" it takes too long to load the tilsets:



EDIT 2: By the way, I've been messing with the enemies, and I found some data, but I couldn't understand the format. It's some enemy data for the first level which is located at [0x1edb9-0x1edda]. Messing with those values some enemies are replaced with other of another kind, some values there change the enemies position.

Just in case someone is interested

EDIT 3:
Messing with the address 0x1edb9 gives an unrecognizable pattern for the enemy position and type. I'll show the results for some values tested

EDIT 4: INTERESTING PATTERN AT Rom address 0X1EDB9-0X1EDBB!

These buried legs with value 0x06 were giving me always a heart until i got about 10 of them. The ones with 0x07 value give a transforation capsule.

EDIT 5: It seems the pattern for the enemy positions is that for the whole level there is an array of the length of the level measured in tiles (16 pixels wide). For every position theres a value that which indicates if theres an enemy present there, what kind of enemy is and at which height is positioned.

I tried to fill a whole 16 length row to make the first screen full of enemies, but it seems the game prevent from showing more than 3 or 4 enemies on the screen at the same time.

EDIT 6: More data (WIP):

An enemy value equal to 0x00 means there's no enemy in that byte.
No more than 3 enemies on screen at the same type are allowed in the game

Level 1: starting offset at 0x1EDB9
Enemy valueEnemyY-position (in tiles from the score table upper border)Item givenReference Y-position (top|bottom)
0x014NoneBottom
0x025HeartBottom
0x033NoneBottom
0x042NoneBottom
0x052NoneBottom
0x062HeartBottom
0x075Transformation capsuleBottom
0x087NoneBottom
0x091HeartBottom
0x0a2HeartBottom
0x0b6NoneBottom
0x0c7NoneBottom
0x0d1Question markBottom
0x0e4HeartBottom
0x0f4NoneBottom
0x102NoneBottom
0x114NoneBottom
0x121HeartBottom
0x131NoneBottom
0x141NoneBottom
0x151Question markBottom
0x161NoneBottom
0x171HeartBottom
0x183NoneBottom
0x193NoneBottom
0x1a1Transformation capsuleBottom
0x1b1NoneBottom
0x1c1NoneBottom
0x1d1HeartBottom
0x1e1NoneBottom
0x1f1NoneBottom
0x201NoneBottom
0x212NoneBottom
0x222HeartBottom
0x236NoneBottom
0x242NoneBottom
0x252NoneBottom
0x262NoneBottom
0x272NoneBottom
0x287NoneBottom
0x292HeartBottom
0x2a1NoneBottom
0x2b1HeartBottom

Level 2: starting offset at 0x1EEB9
Enemy valueEnemyY-position (in tiles from the score table upper border)Item givenReference Y-position (top|bottom)
0x0110NoneTop
0x022HeartBottom
0x034NoneTop
0x048NoneBottom
0x055NoneBottom
0x067Transformation capsuleTop
0x079NoneTop
0x085NoneBottom
0x092HeartBottom
0x0a4NoneTop
0x0b2Question markBottom
0x0c2HeartBottom
0x0d5NoneBottom
0x0e10NoneTop
0x0f2HeartBottom
0x102NoneBottom
0x115NoneBottom
0x128Transformation capsuleBottom
0x135NoneBottom
0x148NoneBottom
0x158HeartBottom
0x167HeartTop
0x175NoneBottom
0x1810NoneTop
0x195HeartBottom
0x1a2NoneBottom
0x1b5Question markBottom
0x1c8NoneBottom
0x1d2NoneBottom
0x1e4NoneTop
0x1f2NoneBottom
0x202Transformation capsuleBottom
0x212NoneBottom
0x225Question markBottom
0x2310NoneTop
0x242HeartBottom
0x252NoneBottom
0x262HeartBottom
0x278NoneBottom
0x282Question markBottom
0x298HeartBottom
0x2a7NoneTop
0x2b2NoneBottom

Level 3: starting offset at 0x1EFB9
Enemy valueEnemyY-position (in tiles from the score table upper border)Item givenReference Y-position (top|bottom)
0x0110NoneTop
0x023NoneBottom
0x033Transformation capsuleBottom
0x033HeartBottom
0x054NoneBottom
0x063HeartBottom
0x071NoneBottom
0x084HeartBottom
0x091NoneBottom
0x0a2Transformation capsuleBottom
0x0b1NoneBottom
0x0c1HeartBottom
0x0d8Question markBottom
0x0e1HeartBottom
0x0f8NoneBottom
0x106HeartBottom
0x116NoneBottom
0x122Transformation capsuleBottom
0x131NoneBottom
0x142Question markBottom
0x153HeartTop
0x1610Question markTop
0x176HeartTop
0x1810NoneTop
0x195HeartTop
0x1a10HeartTop
0x1b5NoneTop
0x1c5Question markTop
0x1d4NoneTop
0x1e4NoneTop
0x1f10HeartTop
0x2010NoneTop
0x2110Question markTop




I hope this data is useful for you Jomb!
Data ready up to level 3 (Level 3 was shorter as it had only 33 values)


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Kiokuffiib11
Posted on 08-09-10 07:50 AM Link | Quote | ID: 134080


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It doesn't seem to be showing any of the pics. I'd love to see all these changes with pics

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Stifu
Posted on 08-09-10 07:56 AM Link | Quote | ID: 134082


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To make these images work, remove the "?attredirects=0" part at the end of the URL.


master higgins
Posted on 08-09-10 03:14 PM Link | Quote | ID: 134091


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Thanks, I've updated the table. Now the images are shown correctly.

I'll add more data when I have some spare time. (I'm at work now )

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