Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,531,602
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-04-24 12:18 PM
Guest: Register | Login

Main - Posts by Kapow


Kapow
Posted on 03-10-07 07:18 PM, in Intresting and funny in Pokemon Red Link | Quote | ID: 13453


Micro-Goomba
Level: 10

Posts: 1/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Posted by BMF54123
This is what happens a few levels into Puggsy when the game detects SRAM, which the real cart doesn't have, but all copiers and emulators do (though KEGA Fusion lets you disable it). It plays spooky music in the background.

Is that "33 - Unknown Track" in the Project 2612 set?

Kapow
Posted on 04-28-07 10:26 PM, in Hidden rooms in Kirby's Adventure (rev. 3 of 04-29-07 01:00 AM) Link | Quote | ID: 30980


Micro-Goomba
Level: 10

Posts: 2/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
The area headers only go up to 146, so you've got the complete list of unused areas there. As for unused data that isn't referenced in the headers, after going through all the banks of map/tileset/enemy data I only turned up 5 tilesets at addresses 083C2, 0D103, 1B49D, 1DAF7, and 227DA. The data chunks are sorted from largest to smallest (except for ending each bank with the best-fit) so that should be everything, as far as those kinds of data.

Unfortunately all the map and tileset data uses some ridiculous multiple-algorithm compression. Parasyte wrote a decompression program that I haven't tried yet, but that still leaves a recompression algorithm if you want to edit anything.

This'll teach me to get off my ass and post about things when I find them...

Kapow
Posted on 04-28-07 10:37 PM, in Hidden rooms in Kirby's Adventure (rev. 3 of 04-28-07 10:41 PM) Link | Quote | ID: 30987


Micro-Goomba
Level: 10

Posts: 3/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Posted by Shiryu
Posted by Proto K
Game Genie Codes make it easier so you don't have to mess around with values in a memory editor like $05E3, and for some reason just changing the memory (in this case) didn't work as well. Sometimes I had Kirby be peach-colored (like when he has an ability) and have the name of the ability in the box, but he still acted like he was Normal.

codes are just a constant modification of a ram adress. the game seems to do some sort of check constantly, so modifying the address only once won't work. When I said "write the vaule in the adress" I meant as a cheat code.

GG codes edit the ROM data when it's loaded into memory. It's more complicated than editing the RAM address directly, you have to alter the code that's changing the address.

I never could find a way to directly alter Kirby's current ability. The RAM data around $6270-$62FF seems to be involved but I couldn't decipher it.

Posted by Sonicandfails
I think Sukasa made a recompression DLL, the name coined (by me) for it is KompreSS...Its on the old board.

I saw that, but how do you use it? Are you supposed to write an executable that accesses the library functions?

Kapow
Posted on 04-29-07 12:50 AM, in Hidden rooms in Kirby's Adventure Link | Quote | ID: 31075


Micro-Goomba
Level: 10

Posts: 4/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Just added the rest of the meaningful information I found to the Data Crystal pages. I wish more people would use this.

Kapow
Posted on 04-29-07 01:39 AM, in Hidden rooms in Kirby's Adventure Link | Quote | ID: 31105


Micro-Goomba
Level: 10

Posts: 5/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Posted by Proto K
Checking the rooms again, 012 and 013 seem to be the same.. the only difference is that 013 is two screens high, while 012 isn't. I don't know for sure if one of these is unused or not, but I think both of them are used in the ending.

When Kirby flies back from the moon and puts the star rod back in place, it shoots out stars and the screen pans up. That uses 013, and 012 is for the screen at the very end with the "THE END" sign.

Kapow
Posted on 04-29-07 01:54 AM, in Hidden rooms in Kirby's Adventure Link | Quote | ID: 31117


Micro-Goomba
Level: 10

Posts: 6/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Posted by Shiryu
I wonder why is metaknight's boss room too far away from the other boss rooms...

You could also say it's the 12th room in 6-6.

Kapow
Posted on 04-29-07 03:09 AM, in Things you hate about certain romhacks. Link | Quote | ID: 31132


Micro-Goomba
Level: 10

Posts: 7/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
The problem is when "difficult" just means cheap deaths, pixel-perfect maneuvers, convoluted level design, removing power-ups/weapons, etc. There are more subtle ways of increasing difficulty, but you have to have some talent in level design to find them.

Kapow
Posted on 05-04-07 07:18 AM, in SMB3 Koopa Data Questions. Link | Quote | ID: 32804


Micro-Goomba
Level: 10

Posts: 8/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Green koopas: 0x317D4-D9, lowest 2 bits of each

Red koopas seem to be hard-coded somehow

Kapow
Posted on 05-08-07 08:26 AM, in Hidden rooms in Kirby's Adventure (rev. 3 of 05-08-07 09:48 PM) Link | Quote | ID: 33859


Micro-Goomba
Level: 10

Posts: 9/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Map data decoded, all maps ripped. One step closer to an editor...

There's a bug in Parasyte's unkirby program: the FOR loop in compression type 5 (line 93) is re-using the buffer position variable "i".

Posted by Shiryu
Those two warp rooms are cute... I don't remember seeing the tileset of the first one anywhare... (I completed the game a few moments ago, by the way) It looks like the rest of rainbow resort but the bubbles and fence are not anywhere else I think...

They're in 7-2, 7-4, and 7-5.

Kapow
Posted on 05-08-07 10:04 PM, in Hidden rooms in Kirby's Adventure (rev. 3 of 05-10-07 07:46 AM) Link | Quote | ID: 33946


Micro-Goomba
Level: 10

Posts: 10/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Posted by Chafenhimer
I think originally maybe that Hal was going to include a whole ice world, but only put some of the levels from it in Orange Ocean and Rainbow Resort.

I found something interesting in the unused tilesets:


Tileset 15, Pattern 28 - Level 1 map


Tileset X2 (unused), Pattern 28 - Incomplete tileset for Level 1 map (note the two tiles at the bottom, and the solid color tiles in the upper-left)


Tileset X1 (unused), no matching pattern - Possibly a scrapped level tileset? Uses a lot of solid-color PPU tiles that don't change between patterns, as does the level 1 tileset (for the sky/cloud background)





Various tilesets for boss areas


Tileset X4 (unused), no matching pattern - Amount of tiles similar to boss area tilesets




There's also an unused pattern that matches up with an unused section of tileset 21:


Tileset 12, Pattern 12 - Metaknight boss area (top section)


Tileset 12, Pattern 21 - Dark rooms (middle section)


Tileset 12, Pattern 22 (unused) - Second dark room layout? (bottom section, unused)

Kapow
Posted on 05-09-07 01:05 AM, in Hidden rooms in Kirby's Adventure Link | Quote | ID: 34009


Micro-Goomba
Level: 10

Posts: 11/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
Posted by Proto K
By looking at those maps, I've noticed that two of the unused Museum rooms appear to be early versions

I have them marked down as:

014 Museum 1/6 template
015 Museum 2/4 template
016 Museum 3 template
017 Museum 5 template
018 Museum 1
019 Museum 2
01A Museum 3
01B Museum 4
01C Museum 5
01D Museum 6


014, 018, 01D


015, 019, 01B


016, 01A


017, 01C


I assume 136 (museum) and 137 (arena) were used for testing. 136 is set up strangely - the Museum Spiny is on the wrong side of the screen, and it doesn't load the right sprite graphics for it.

Kapow
Posted on 05-10-07 08:44 AM, in Hidden rooms in Kirby's Adventure Link | Quote | ID: 34348


Micro-Goomba
Level: 10

Posts: 12/12
EXP: 3291
Next: 1123

Since: 03-04-07

Last post: 6204 days
Last view: 3411 days
In the process of figuring out all the tile types, I made graphical icons for them:



The first set is only the types used by the game in any tileset, with the unused tiles in dark purple. Types 7F-FF default to 00, but some of them are used in maps (mostly inside walls) - these could be removed tile types or just values left over from an older system.

The second set includes all the unused types that I could figure out.

The rest of the types don't seem to be implemented, and as far as I can tell they just act like background or solid blocks, as shown in the third set.

KEY:
White/Grey = background (pass-through)
Green/LtGreen = solid
Blue/Cyan = water
DkBlue/Blue = ice (solid with slippery surface)
Brown/Orange = special blocks

Blue edges = solid/special block with water behind it (although this doesn't seem to matter)
DkBlue edges = special block with ice surface

Line arrows = wind/current
Lineless arrows = pass-through direction
Hammer = destroyable (solid color requires hammer, stone, or double-star)
Bomb = part of explosion chain
self explanatory: slopes, spikes, ladders, doors, fuses, star blocks, posts

Black X = not actually implemented (acts as plain background or solid)




I also ended up making versions of the maps and tilesets using the tile type graphics. Some examples:










This confirms that the unused bottom section of tileset 12 is fully implemented and useable:



Main - Posts by Kapow

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.226 seconds. (327KB of memory used)
MySQL - queries: 89, rows: 113/113, time: 0.215 seconds.