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Jigglysaint
Posted on 04-25-07 04:16 AM, in Link's Awakening's room designers were rather bad. (rev. 2 of 04-25-07 04:22 AM) Link | Quote | ID: 29904


Red Paragoomba
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OKay, I guess I got to explain a few things now.

First of all, if I remember correctly, one of the rooms in level 1 wasn't read properly, most likely due to bad coding. As for the objects hidden under other objects, like the doors, that is actually intended. I bet you removed them and saw that on the minimap, certain rooms were no longer connect. In the game, it checks to see if those door objects are on the screen, then draws the map connector.

The level format is quite simple. First there are 2 bytes. The first byte is nybble encoded, so each 4 bits represent different data. One half is used for room templates, and the other references the first 16 tile values to be used for the floor. Nintendo fudged up and actually used door tiles in the first 16, which was dumb because they could have used other values instead. I made a rom hack that actually sought to change this, as well as allowing lock blocks to be placed anywhere no matter what the object graphics were.

Anyway, after that first byte comes the animation byte. After that, there are three kinds of objects: 2 byte objects, 3 byte objects, and 5 byte objects. The first one is a single tile ID, followed by it's X and Y co-ordinates. Three byte objects are prefixed with a byte that determines whether it goes horizontal or vertical(8 or C), then the length of the object. 5 byte objects are warp data, and consist of data such as what rom bank the destination is in, the world number, the x and y positions, and the last one....I forget at the moment. Heck, it's been a while since I've played this, and the reason I stopped was because DX overworld editing never got started. Oh yeah, the last byte is FE, which means to stop reading data for the room.

I don't know anything about gameboy rom expansion, but it could be done, except that the rom backs are actually quite full of level data, and there is no extra room to add rooms. There are some unused rooms you could use, though.

Edit: Saw the room by rom commentary. Yeah, Nintendo does use more space than you really need. My thought is that they planned it all out first, then used stray objects to cover doors. Oh well, if you understood the layout of the level data anyway, you could easily just hex edit all the bytes you need and then do the editing.

Jigglysaint
Posted on 04-25-07 04:25 AM, in Link's Awakening's room designers were rather bad. Link | Quote | ID: 29912


Red Paragoomba
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Yeah I AM the God of Corrution!

Yeah I saw the room commentaries and saw what you mean. I bet Nintendo did that to waste space on purpose. Maybe they had allready mapped out how many bytes would be in a room, and since erasing them would have caused bugs, maybe they just put the doors under floor objects. Either way it does mean more space to use for the hacker.

It's been such a long time since I've hacked this game. Right now I am busy with Megaman 4, and it's going to be awesome!

Jigglysaint
Posted on 05-01-07 03:12 AM, in Zero Fission/Metroid Zero Mission and Fusion Hacking Link | Quote | ID: 31766


Red Paragoomba
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Posted by Skreeny
Yes, it's real. He doesn't do a whole lot, though. Just kinda sits there, growls, and when you shoot its mouth with a missile, stops taking damage or affecting the environment in any way.

Unfortunately, the only video I see of it on Youtube is this one, and it's not the best...


Ahem! I was kind of limited in my utilities. And of course it's the only video, aside from Interdepth, whom I had to explain it, I was the first to find the actual in game sprite.

I am glad to see how far Inter did with all my data. Trust me, it was heck sometimes trying to explain some of this stuff to him.

Jigglysaint
Posted on 05-14-07 04:14 AM, in Pit Stop v0.7.3 Link | Quote | ID: 35151


Red Paragoomba
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Nice work. I guess the next step is editing of the underworld levels.

Jigglysaint
Posted on 05-28-07 09:16 PM, in Megaman Ultra 2 Update Link | Quote | ID: 39205


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I am working on a Megaman 4 hack too, working title called Megaman 4 DX. While mine is not going to have new graphics or sound, it will change the aspect of gameplay. The story is going to stay the same, but the gameplay is going to be slightly different. Kuja helped me as well.

Jigglysaint
Posted on 06-02-07 12:58 AM, in One question about Mega Man 4... Link | Quote | ID: 41052


Red Paragoomba
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Well the level data has several components: There is the TSA data, which is what graphics the blocks are made of. Each block has 4 pieces. Then each block is given an attribute that determines the pallete that the block uses, and what block type it has. Then blocks are assembled into 2x2 structures which are then placed on screens.

Each stage has the capacity for 32 unique screens, and each stage can be up to, in theory, 64 screens long. You can have up to 16 entries in the scroll data section.

The game also has the capacity to include 4 pathway branches. A pathway branch allows for you to have multiple routes though your level, or to add items at dead ends(the B and W items mainly, since they transport you to the midpoint). Areas that you wouldn't think have multiple paths, do, like in Toadman's stage just before the first snail, and in Skullman's stage, at the spot where you go right for an E-tank or upt to continue(going up takes the branched path).

Maybe not what you were looking for, but it might help a bit.

Jigglysaint
Posted on 06-07-07 06:45 PM, in The Jehovah's Witnesses (Mappy hack)... Link | Quote | ID: 43297


Red Paragoomba
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We need a hack of Mortal Kombat where Jehovah's Wittnesses have to fight Mormon missionaries for control of the door knocking racket.

Mormon Kombat!

Jigglysaint
Posted on 06-27-07 01:16 AM, in Questions on hacking Lttp. Link | Quote | ID: 49930


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http://www.romhacking.net/docs/117/

Master using this and you can have it(all those cool things you want that isn't HM related).

Jigglysaint
Posted on 07-03-07 09:04 PM, in The beginnings of romhacking. Link | Quote | ID: 51953


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Well for me, it started with the Game Genie. Way back when I first got it, I soon discovered all the random codes you could make with it. I didn't know anything about how it works, but I was somehow able to change the levels arround in some cases like Zelda 2 and MC Kids. I also discovered what I think is the ultimate SMB code that makes the first level totally random every time. I forgot one of the code, but the other I believe is ULAPAT. The first one is kind of like that, but different I believe.

I even used Game Genie when I first discovered emulation, and used it to have fun with SMB2. Then Mario Improvement came along and that's when I started to use the level editor. I remember reading about sprites being "embedded" objects and could not be edited at all.

The first part must have been arround the early 90's, while the latter arround the later 90's. Now, I'm a full fleged ASM hacker with actual games being hacked to add more play value. Currently I have one active project, one on the back burner, and one release. The game I am working on now is going to be my first fully edited game, minus graphics which I don't do.

Jigglysaint
Posted on 07-03-07 09:11 PM, in The beginnings of romhacking. Link | Quote | ID: 51956


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I'll give you a hint: Rapid-firing Pet Monster

Jigglysaint
Posted on 07-29-07 05:58 AM, in Question about NES ASM - JSR (20) Opcode Link | Quote | ID: 59287


Red Paragoomba
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Posted by Trax
Okay, when I do ASM hacking and disassembly (?), I'm not exactly sure what to do about Opcode 20, which is Jump to Subroutine (JSR), with a 2-bytes operand. Since I don't have access to incredible software like FCEU or such, I can't do any RAM tracing. Chunks of data are often copied from ROM directly to RAM. The question also applies to JMP (4C).

My question is, how do I know where the pointer is actually pointing to?
Here's a real example, with the Zelda II ROM, at 0x5C17:

20 A2 E9

So the reconstituted address is 0xE9A2. Of course, it doesn't necessarily mean I can go to 0xE9A2 in ROM and assume it's what happens in real-time. Sometimes you have to ajust the address according to specific factors, like RAM pages, mappers, etc...

How can I make absolutely sure that I'm moving to the correct address?



Well actually, the last 4 pages in ram are always static($C000 to $FFFF), so it always points there. Pointers don't seem to be so much about pointing to data offsets in rom as much as it's in ram. Also, don't forget the 16 byte header to add. So if a trace returns $20 A2E9, the destination address is actually $E9B2 The static banks contain the game's program code that allows all the core data that is used everywhere.

Jigglysaint
Posted on 07-29-07 06:01 AM, in Next SMB3 Hacking Project Link | Quote | ID: 59288


Red Paragoomba
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*pops in*

Lock Blocks! I mean Heart Tanks! Er, I mean, um, no wonder DD is hiding.

*pops out*

Jigglysaint
Posted on 08-04-07 01:23 AM, in Zelda: Journey of a Day Link | Quote | ID: 59891


Red Paragoomba
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Posted by Ice Penguin
This is my first GFX hack. So anything I show can definitely change!
Posted by Dwedit
I sure hope this isn't anything at all like your last hack

I wonder if you finally decided to rearrange the linkage of rooms in the palaces...
This will be nothing like my previous hacks. I'm planning to implement all the things I asked you about. No matter how long it takes to become good at ASM.

Also, I still haven't checked into the room connection, but hopefully when I get there it won't be too hard to figure out.


That's pretty simple. Each bank has a number of rooms, 64 I think, and you can link to all of them. Each room has 4 bytes in a spot I can't remember off hand. each byte is the room to link to for a certain direction. I think pits make you warp one room ahead or somthing.

Also, I found out how the game keeps track of what items appear on what screen. Basically, each room has 8 bits affixed to it, and a 1 means the item has not been taken, and a 0 means the item is taken. This works for both items and locked doors so you should look into that data if you want your palaces to be better.

Jigglysaint
Posted on 10-30-07 03:44 AM, in Megaman Ultra 2 Teaser Trailer Link | Quote | ID: 68849


Red Paragoomba
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From what kuja has been bragging about, it is going to be very sweet. I'm making a Megaman 4 hack too, and really it doesn't hold a candle to this. Then again, nothing I ever do holds a candle to anything.

Jigglysaint
Posted on 10-31-07 05:37 AM, in Megaman Ultra 2 Teaser Trailer Link | Quote | ID: 68903


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Posted by infidelity
Jigglysaint - Congrats on working a Megaman 4 hack. That rom never gets that much attention from hackers, so I'm looking forward to playing yours once completed

If you need any info on the rom, contact me


Naw, I've pretty got the stuff I wanted in place. The main point of my hack revolves arround finding all the weapons and upgrades. However, I do need help hacking the password system so I can add the new powerups.

Jigglysaint
Posted on 11-27-07 02:50 AM, in New humor-based ROM-hacking site Link | Quote | ID: 70734


Red Paragoomba
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I've always been more into hacks that deal with changes to the actualy gameplay, but I'm glad to see there's a lighter side. Some may say it brings shame to the scene, but really it's like a whole other talent.

Anything that gets a cease and desist letter from Sesame Street has got to be art in it's own right. Oh and the Jehovah's Wittnesses hack sounds funny. One day I'd love to see a game where the Jehovah's Wittnesses have to go up against the Mormons to do battle to see who gets to knock on doors and convert people. That would be awesome.

Jigglysaint
Posted on 12-06-07 06:33 AM, in Double Helix Poll Link | Quote | ID: 71272


Red Paragoomba
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Good to see the project is still comming along. I don't think there's a single thing left that I still know that Inter hasn't found out.

Jigglysaint
Posted on 12-26-07 04:13 AM, in New MegaFLE X release (0.5) Link | Quote | ID: 72149


Red Paragoomba
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That's pretty cool, but what I care about more is Nephi, although hopefully the new additions will help with my Megaman 4 hack.

Jigglysaint
Posted on 01-03-08 10:53 PM, in Legend of Zelda Oracle of Ages minihack Link | Quote | ID: 72636


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Well I've been hacking gameboy Zeldas again. This time though, instead of releasing a patch for people to have fun with, I thought I'd just post a thread on how to change the rom to give people a little somthing to play with.

Basically, it's a minihack to allow Link to use the Harp of Ages anywhere in the game. The first song is still limited to portals, but with the Tune of Ages, you can warp anywhere. Outside, inside houses, dungeons, and even underwater. Link still swims underwater, except now he "walks" rather than swims. What I mean is that for the screens that are submerged, like the sea and level 7 and parts of levels 6 and 8, you don't use the mermaid suit controls. You walk normally, except you are still in your suit. Most other effects of water are still there, including the button layout. However, now you can use the feather, boomerang, and harp.

To change that value so that Link can use more items underwater, change 14022 in an US AGES rom from $40 to $00. This is a bit check to see if you are underwater, and if you are, to add the mermaid suit controls. You still have the controls for side view areas, and for water tiles.

The other two bytes allows the unconditional usage of the harp anywhere in the game. However before I give the location, there are a few things to remember: The game was not programmed for the harp to be used in dungeon rooms, so sometimes a bug occures when you warp. If you are near the bottom of the screen, there is a chance that when you warp, you will get stuck in an invisible wall and warp back. You will then continue to play 4th dimention ping-pong for eternity and you need to restore a save state. The second problem is that if you warp over a pit or anything similar(like deep water before getting the mermaid suit), you will get stuck and keep falling in untill you die. The third problem is that if you play a song while stuck in a wall, and the other side also has a wall, you will get a poblem just like the first bug. Finally, when you warp in dungeons, sometimes the graphics are messed up, and you see blocks that arn't really there. This is purely cosmetic, and will go away when you leave the screen.

The values to time travel anywhere are at 18E1E and 18E1F The first byte is $7E, and you change it to $FF. The second byte is $20 and you change it to $28. If you know Z80, you should also be able to NOP out the branch. Basically you are trying to tell the game never to branch, because the branch means you can't warp.

So have fun, and for goodness sakes if you want to code an editor for either game, see me because I've got this game all figured out pretty much.

Jigglysaint
Posted on 01-04-08 04:13 AM, in Legend of Zelda Oracle of Ages minihack Link | Quote | ID: 72656


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I suppose I could have included a thing to turn off the colission data, but I checked and the bug where you ping-pong is not affected by that.

VBA works well. Once you know ram locations for stuff, you can search for it in the rom, providing you know Z80 opocdes.
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