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Main - ROM Hacking - Project QC (Current: Kickle Cubicle) New thread | New reply


Quick Curly
Posted on 04-21-15 01:07 AM Link | Quote | ID: 159963


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Hello all. I tried multiple searches to see if I could find a topic dedicated specifically to just dumping random collections of RAM/ROM addresses for any games, similar to those topics that have collections of hacks for games, collections of editors for games, and the like. I couldn't find anything after going as far back as mid-2010, and I didn't necessarily want to revive a really old topic if I did end up finding one, so I decided to just start a new topic for it.

The main intention of starting this topic was to serve as a place to initially dump my findings for the Action 52 ROM. A fellow named KirkyMonster is currently working on an Action 52 hack that intends to freshen up the graphics and attempt to make the collection of games more playable overall wherever possible.
He shared with me that he wanted to increase lives and hit points for some of the games to make them more fair. Through some searching, I found that even for games in which the player dies from the first hit they take, hit points can still potentially be granted and increased!

I wanted to share my documented data for archiving purposes and in case that anyone else who would like to potentially play this game with more of a chance could make use of the findings (and since Romhacking.net has a 15,000 character limit, my post actually wouldn't fit on there).

My apologies if it seems silly to start such a topic, and if there are any inaccuracies with the following findings that are posted. Any additional help and corrections is/are always appreciated! Thank you.

I hope that this topic can serve as an overall place for any data dumps, no matter how large or small.
It would probably be ideal to include check-sums and any other information about the specific ROM that is being used for the game that you are documenting. The free hex editor, HxD, allows analysis of your ROM file and provides a large range of different kinds of check-sums, if anyone requires such a utility. It's a safe program.

Action 52 (NES)
Action 52 (U) [!].nes
CRC-16: 5E9E
CRC-32: 224B90FF
SHA-1: A3EAF3EC222C0DF2034778D6FAA3DA216064AD07
MD-5: D71EDBE0E936DFD26534B6C3E03FBDFC

Counters for Lives and Hit Points, Including RAM Addresses and Code

(26861 bytes collapsed: )

Only Counters for Lives and Hit Points (No Code)

(7167 bytes collapsed: )

Quick Curly
Posted on 02-21-16 06:37 PM Link | Quote | ID: 162837


Giant Red Paratroopa
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Old Thread Title: RAM/ROM Address Collections
New Thread Title: Project QC (Current: Kickle Cubicle)

So, since this thread has been so useful for the last 10 months, I'm changing it over to a personal projects thread, to prevent another thread ID from just being used up instead.

For those who haven't already seen me mention it in about 50 other random instances, I'm currently working on a Kickle Cubicle hack that aims to change the levels to provide a "part 2" experience of sorts following the original. There is no level editor for this game, so I'm building the levels from scratch with FCEUXD.

Right now, the working title I have in mind is: Cranreuch: Tickle My Icicle.
I debated whether or not I wanted it out there before the project is done, but basically most projects claim their names beforehand, and I don't really know if it makes as much sense as it does in my own head...

The original game has 97 levels (17 in Garden Land, 17 in Fruit Land, 16 in Cake Land, 17 in Toy Land, and 30 in the Special Game). Originally, I wanted to produce the same amount, but I feel that 97 new levels might make the hack too long. At this current moment in time, I have 23 new levels so far for the hack. Perhaps I'll have 10 levels in each new land, and 10-15 levels in the new Special Game. That still feels a little long though, but I guess I'll figure things out more as I continue along. For now, I'm strictly focusing on designing the levels first. I don't know if I'll edit the graphics and whatnot (initially, I envisioned converting this into a Mario-like puzzle game). Again, I'll hopefully have a better idea over time when I get more done.

Some levels so far are easy, but not as easy as the original game's opening levels. Some puzzles that I've come up with so far are fiendish compared to the original game, but those will most certainly be placed in the Special Game at the end, which one can decide on whether or not they really want to play it, much like the original Kickle Cubicle.

I still haven't figured out what specifically gets Princess Mira's Ring to appear, and people who have written FAQ guides for the game aren't really aware of the requirements to get it to appear either. Through my documentation of the game while figuring things out before I began to modify it, I played through all of the original levels to take snapshots of them, and I actually got Princess Mira's Ring to appear in Garden Land G. Apparently, I got it in the one land that HylianFox couldn't. Either way, I'll try to keep looking, because I seem to recall a way that the player could reach Special Game stages while progressing through the main lands, and I hope that my modified stages won't cause any interference or inconsistency with the original game functions and how it should run otherwise, considering that my level and enemy pointers are different. It's kind of crazy how the Ring just randomly appears under random circumstances that will only ever happen to you at random times when you aren't expecting it and can't possibly foresee and determine that you should be paying specific attention to random factors that you likely can't see or comprehend. Nonetheless, there has to be some way to figure it out... I hope.

So far, I've documented all the levels, level pointers, enemies, enemy pointers, enemy types for setting appropriate groups in an enemy data set for a level, level timer locations, map lands for the levels used, the Kickle sprite icon's positions for the levels when displayed on the maps, text strings, cues/settings for how and when the text strings are used, and the sprite/icon types used at the end of each level. So, when I'm ready to get around to it, I'm hoping to fully modify the actual map/land layouts and make the text relevant to the new adventure as well.

Here are some level designs that I've done so far, in no specific order. Not all of them are shown here, obviously - I have to keep most of them a surprise, of course. I need to design some more simplistic action levels, and some easier puzzle levels, to include in the mix. So, don't worry, I do have it in mind. Though those who are familiar with my hacks are fully aware that I tend to create more involved levels than straight forward ones.








Danger X
Posted on 02-21-16 10:27 PM Link | Quote | ID: 162839


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same post as in roomhacking

____________________
Join my nes forum http://nesfe.forumgratuit.ro/

Zynk
Posted on 02-22-16 03:17 AM Link | Quote | ID: 162842


Purple Leever
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Posted by Danger X
same post as in roomhacking

Why you always spell ROM as room. Y U do dat? >

____________________

EggplantPimp
Posted on 02-22-16 08:07 AM Link | Quote | ID: 162844


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This looks so cool! Keep up the great work, QC!

____________________
- Nikki

Quick Curly
Posted on 02-24-16 08:45 PM Link | Quote | ID: 162849


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Thank you so very much for your compliment and encouragement, Stufid! I greatly appreciate your kind words.

Are you familiar with the original Kickle Cubicle and/or its Japanese counterpart, Meikyuu Shima? To me, it was a fun, interesting puzzle game while growing up that my whole family could figure out and play together. If you have any level ideas that you would be interested in seeing in the hack, please feel free to share them. I would be excited to include other people's ideas in, and let others know who came up with them.

I don't have anything new to report right now regarding any new discoveries and/or screenshots, but I've made 3 new levels during the last couple days when I had a little bit of free time. Slowly but surely, this most recent project will come together.

As for my potential future projects following the hopeful, eventual completion of this one, I've still got all of the puzzles in Wheel of Fortune (NES) documented from 2010, but I could never come up with many unique puzzle ideas to implement into a hack. There's still Dark Mario, but I didn't really want to finish it all off by myself, and I still need to get back into the SMB3 hacking mood first before it's really a consideration. Similarly, I still have some interest in hacking Balloon Fight (NES) again as well, but any ideas for levels and graphics will have to continue to be new and refreshing like the previous two level hacks have attempted to be, or else there might not be anything unique to see in yet another hack. I've considered implementing a mapper that would allow more CHR-ROM graphical banks so that the levels wouldn't necessarily be limited in visual variety like the previous hacks evidently were.

Not that I'm trying to get ahead of myself, but just to throw the idea(s) out there, in case there ever is someone who would like to collaborate on projects. I know from experience that it never really works out, but by giving more time and notice, maybe someone who comes along and sees a more recent open invitation will have more time to work with and can come up with some ideas of their own if they're interested and more progress can be made. Or, if people have progress already made on their own projects, I'd be interested in hearing about them, too.

In the meantime, as usual, I'll just keep chipping away on my own.

MegaEliteGamers
Posted on 02-27-16 07:05 PM Link | Quote | ID: 162860


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I'm glad to see you are working on your own project and getting it done Quick. I can't wait to play it but yes I will wait for it!

hakarl
Posted on 03-02-16 02:26 PM Link | Quote | ID: 162873


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a pretty interesting project, keep up the good work

Termingamer2-JD
Posted on 03-06-16 10:43 AM Link | Quote | ID: 162890


Ropa
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Posted by hakarl
a pretty interesting project, keep up the good work

I second this.
Haven't played the game myself but once this is finished I'll check it out.

~Cammy

____________________
Jamie Dignam

XTTX
Posted on 03-16-16 04:22 AM Link | Quote | ID: 162927


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This looks awesome! Keep up the good work! This stuff inspires me to get back to my castlevania II hack i have been working on and off on the last couple years.

Quick Curly
Posted on 03-21-16 11:15 PM Link | Quote | ID: 162949


Giant Red Paratroopa
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Thank you for the comments and support, everyone! I greatly appreciate the interest and encouragement.

I've managed to learn more about the super secret Princess Mira's Ring item (also referred to as the Magic Ring in some online guides and YouTube video comments)! I made the following image below:



Do keep in mind, this is specifically for the American release. I haven't checked the Japanese release to see how the item is managed there and in which levels it appears.

I found that there's a table in the ROM for the location that Princess Mira's Ring appears in each unique level, if it can possibly show up.

0x066EE-0x0676D (0x80)

FF FF
FF FF FF FF FF FF FF FF FF 8C FF FF FF FF FF FF
FF FF FF FF 83 FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF 82 8C FF FF FF FF 87 83 FF FF FF FF FF FF FF
FF FF FF FF 74 FF FF FF FF FF B6 FF FF FF FF FF
FF FF FF FF 85 3A FF FF FF FF FF FF FF FF FF FF
FF 84 FF FF FF FF FF FF FF FF FF FF FF FF FF FF
FF FF FF FF FF FF FF FF FF FF A7 FF FF FF

If a level has "FF" for the value, the Ring cannot appear. The code that checks this table for each level as seen below is located at 0x06065 in the ROM ($A055 in RAM):

A055:AE 19 01  LDX $0119 = #$33
A058:BD DE A6 LDA $A6DE,X @ $A711 = #$82
A05B:C9 FF CMP #$FF
A05D:D0 03 BNE $A062
A05F:4C BE A2 JMP $A2BE

If Princess Mira's Ring can appear in the current level and meets the appropriate conditions for it to appear (which still aren't really fully clear or understood at this current moment), it will begin to appear once the timer reaches 9450.

The levels that Princess Mira's Ring can appear in are listed below, with the locations that it will appear in each:

 1. Level 0B -     Cake Land M: Position 8C (X: 70, Y: B0)
2. Level 16 - Toy Land K: Position 83 (X: 70, Y: 20)
3. Level 33 - Garden Land D: Position 82 (X: 70, Y: 10)
4. Level 34 - Level 01 Repeat: Position 8C (X: 70, Y: B0)
5. Level 39 - Fruit Land H: Position 87 (X: 70, Y: 60)
6. Level 3A - Cake Land C: Position 83 (X: 70, Y: 20)
7. Level 46 - Fruit Land M: Position 74 (X: 60, Y: 30)
8. Level 4C - Fruit Land B: Position B6 (X: A0, Y: 50)
9. Level 56 - Cake Land F: Position 85 (X: 70, Y: 40)
10. Level 57 - Toy Land B: Position 3A (X: 20, Y: 90)
11. Level 63 - Garden Land G: Position 84 (X: 70, Y: 30)
12. Level 7C - Toy Land A: Position A7 (X: 90, Y: 60)

It seems as though there is more than one possible way for the Ring to appear. However, the code immediately before the main influential code involves a bunch of checks for RAM address $010F, but I haven't found out its purpose yet, or if/when it's ever actually a value other than 00. Granted, I haven't really played through much of the game for this specific purpose yet.

However, one condition for the Ring to appear, which is how I've gotten it appear in Garden Land 4/D, was to complete the previous level with a score total that has the hundreds digit match up to the number of levels into the current land you are in, plus one. For example, $010C considers Garden Land 1/A as 00, Garden Land 2/B as 01, Garden Land 3/C as 02, and Garden Land 4/D as 03. Plus one, 03 becomes 04. I got the Ring to appear in Garden Land 4/D with a score of 314400 and 324400 different times after I completed Garden Land 3/C. It also appeared when I manually set the score to a total of only 400 points, and used the password to immediately jump to Garden Land 4/D.

Specifically, the code overwrites the usual value of 06 at $0450 with 47, and this begins the process in making the difference of whether or not the Ring will appear or not.

$B9C8:A5 B3     LDA $B3 = #$44       ; Thousands and hundreds digits in score.
$B9CA:29 0F AND #$0F ; Check hundreds digit.
$B9CC:85 09 STA $09 = #$00
$B9CE:AD 0C 01 LDA $010C = #$03 ; How many levels into current Land?
$B9D1:18 CLC
$B9D2:69 01 ADC #$01 ; Plus one.
$B9D4:C9 0A CMP #$0A ; 09 + 01 = 0A; presumably, accounts for potential scenario of 10 in one column.
$B9D6:90 03 BCC $B9DB
$B9D8:18 CLC
$B9D9:69 F6 ADC #$F6
$B9DB:C5 09 CMP $09 = #$00 ; Compare level number to hundreds digit in score.
$B9DD:D0 0A BNE $B9E9
$B9DF:A9 47 LDA #$47 ; Princess Mira's Ring will appear!
$B9E1:8D 50 04 STA $0450 = #$06
$B9E4:A9 00 LDA #$00
$B9E6:8D 5D 04 STA $045D = #$00
$B9E9:60 RTS

Ironically, the main reason I was even looking for how the Ring works and how it appears is so that the original game's influence wouldn't potentially compromise the intentions and new level arrangements of my developing hack. So, now that I know about the table that determines whether or not the Ring can appear in each unique level by its hex identifier, I can prevent the Ring from appearing, unless I decide for it to, in which case I actually have control over how, when, and where specifically it will.

Anyway, as for the project's development itself, I haven't managed to design a new level for a while, since I was focusing on documentation for the Princess Mira's Ring item. It felt like my hack's progress was frozen and potentially uncertain until I could figure out how it works to make sure that it wouldn't appear on a water tile or something in an unintended level because it wasn't planned or expected.

I've also documented the music offsets and their hex identifiers. However, I have yet to figure out how exactly the music system works, though it's not really a priority at this current moment.

So, things are progressing. Hopefully there will be more news and updates to come.

MegaEliteGamers
Posted on 04-03-16 12:34 PM Link | Quote | ID: 162995


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You figured it out Quick?! W O W ! If no one else really ever knew how it worked all these years then that's revolutionary. This should be shared more. Do you have an update on your hack's progress?

Quick Curly
Posted on 04-22-16 10:03 PM Link | Quote | ID: 163048


Giant Red Paratroopa
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Sorry for the inactivity and delayed reply. I lost my Windows 7 laptop, and the hacking programs don't work as well on this Windows 8 laptop that I'm using now (I don't know if it's incompatibility issues, specific settings, or what else, but whatever) but I've still been trying to make some progress. Thankfully, I didn't lose the hack when the old laptop died unexpectedly.

I have 47 levels designed. As I originally stated, I was hoping to make this hack shorter than the original Kickle Cubicle game. I figured that 8 levels in each of 4 lands, and 15 levels in the Special Game, would be a reasonable amount.

So, I started to edit some of the graphics, since I have a vision in my mind for how the hack and its story could be more than just another adventure focusing on Kickle as the main character. However, since I suck at editing graphics, it's not going as fast as I'd like for it to be, and creating graphics from scratch doesn't come to me as easily as just editing levels, which is normally what I prefer to focus on doing.

Here's a more recent image of the updated hack so far:



So, instead of Cranreuch: Tickle My Icicle (which would make more sense without any graphical modifications and extensive changes), the current working name for the hack is Pikachu's Icy Adventure. It definitely doesn't sound as original or special to me though, so if there are any other possible name suggestions, please provide me with any other ideas for that.

As for the graphics editing and overall progress of the hack at this current point in time, I'm feeling that it's becoming more difficult to sit in front of the computer screen for hours to make only little bits of progress at a time, and it feels like I won't be able to make this hack all that it can be simply on my own.

So, if there are any graphics/sprite editors out there who are interested by what I have done so far and would be willing to help contribute some work to the graphical aspects of this project, I would be extremely thankful and relieved. I really want this project, as the (hopefully still by the time it's completed and released) first Kickle Cubicle level hack, to be more refined compared to my previous projects. Though really, if it comes to it, as I always end up figuring once a hack is out there, it is what it is, and I tell myself that I don't care at that point because I don't want to have to deal with it anymore; so if specific, custom 8-bit Pokémon graphics can't reach a point of appearing decent enough to some people, as usual, you can't please everybody, and graphics really aren't my strong suit. However, despite my usual mentality of trying to tackle everything by myself, I'm putting myself out there and asking for help once again so that I can do right by the project and the people who will hopefully play it in the future. Unfortunately, I'm only one person and I can't do everything to satisfy today's overly high standards, at least, at this rate, in a timely manner.

I could always just release the hack as it is if/when it comes to the point that I'm unable to work on it anymore, and someone else can continue work on it from that point if they want to finish converting the graphics over to the new story and theme that I'm working towards. Either way, if I continue to work on it by myself, then what it becomes will be what it is, and I likely won't want to try to "satisfy" expectations from people who otherwise don't want to help the hack become what they dictate it should be.

Thank you in advance for anyone who can help out, and for the folks who have commented and supported my projects so far. If there are serious people who can and will definitely be able to help me out with the graphics part of this Kickle Cubicle hack, I'll provide a patch of the modified graphics that I have so far so that they can see how any can be more professionally fixed up, and any other graphics that they can modify to fit the theme of the hack.

In the meantime, I'll try to continue to work on it by myself like I have been, but I don't know how successful I'll be with it graphically. Sure, I don't have to modify the graphics, but again, I had a vision of an idea for a new direction, and despite my evident disadvantages, I'm still trying to go with it for the time being. I hope that my statements concerning others' standards and me asking for any help don't come across as me expecting other people to do work that I can't. It's not that I can't, but I know and admit that I can't edit graphics like how it comes at least relatively easier to other folks. So, even though I personally don't care for reading posts about people criticizing other people's work (regardless of whether it's good or bad criticism), for the sake of the project as a whole, I'm asking people for their professional approaches and takes, so that I don't completely screw everything up for everybody.

EggplantPimp
Posted on 04-25-16 07:01 PM Link | Quote | ID: 163056


Buzzy Beetle
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I like the graphic changes you did, QC. They look pretty cool! I say keep at it, man.

____________________
- Nikki

Main - ROM Hacking - Project QC (Current: Kickle Cubicle) New thread | New reply

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