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Main - Posts by Kapow |
Kapow |
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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 Is that "33 - Unknown Track" in the Project 2612 set? |
Kapow |
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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 |
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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 ShiryuPosted by Proto K 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 saw that, but how do you use it? Are you supposed to write an executable that accesses the library functions? |
Kapow |
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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 |
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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 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 |
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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 You could also say it's the 12th room in 6-6. |
Kapow |
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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 |
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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 |
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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 They're in 7-2, 7-4, and 7-5. |
Kapow |
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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 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 |
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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 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 |
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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 |
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