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Hiro-sofT
Posted on 10-09-07 03:06 PM, in ASM Hack\Custom Block\Custom Sprite request thread Link | Quote | ID: 67339

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I'm trying to create my first custom sprite. It's Pouncer form Wario Land 1.
It's an edtied Version of mikeyk's Power Thwomp and he works almost right, but there are a few things, where i need help to get them working:

How can I make Pouncer rideable?
Is it possible that he can change enemies into coins when he fall on them?
Is there a chance to let him kill Mario with one hit?

Beta Version Download here,
http://www.file-upload.net/download-439987/pouncer.zip.html

Please Help!



Hiro-sofT
Posted on 04-02-08 07:58 AM, in Mario vs Donkey Kong 1 in-game editor found Link | Quote | ID: 81367

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*copy/paste from smwcentral*

Hey Guys!
This could be interesting for you:




I found this through Ram Hacking with VisualBoyAdvance in
Mario vs Donkey Kong (U). I think this is a Debug Mode or maybe an unfinished ingame Editor for Mario vs Donkey Kong. It´s unfinished, because you can´t place every sprite and tile from an world, like the Brickmonster or the lava from Magma Mountain.

This Editor doesn´t work in all levels and if you change a secound time into this mode without returning into the level select the game sometimes crashes. In both Final Fights you aren´t able to place sprites because the game shows you following beta message:



Here is the trick to get into this Mode:

1. Enter a level or a boss fight.

2. Open the Memory viewer in VisualBoyAdvance (enable automatic update).

3. Use the go feature to jump to Offset 30009C4 in IRAM.

4. You should see a Byte which is in a normal level 0D.

5. Change it to 0B.

6. It doesn´t work in every level like 1-1 but in every world there are
levels where it works.

7. If it works you should be now a placeable tile.

Here are the controls of this mode:

D-pad: to move around

B button: remove tiles and sprites

A button: add tiles or sprites

L-R: change to next sprite/tile

select: change to next set of sprite/tiles

start: start level!

If you have problems with the timer you should
change this Ram adress:

3000B54 + 3000B55 Level Timer

Maybe someday will someone finish this in-Game editor.
I hope you enjoy it!

P.S: you can set Marios starting position if you remove mario
and add mario with the editor to the position where he should start.

Hiro-sofT
Posted on 04-02-08 07:56 PM, in Mario vs Donkey Kong 1 in-game editor found Link | Quote | ID: 81391

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The thing is I only get this message in the Final Fights against DK.
In all (!) other fights against DK the editor works. I also found out
that the byte which I changed is the byte which controlls in which
mode you are. You are able to enter the e-reader level select
with this byte and you can play the e-levels.

You have to follow this steps to access the e-levels:

1. Change the byte at 30009C4 to 18.

2. Now you are in the e-reader level select.

3. Change the byte again but this time to 1C.

4. Select scan preloaded e-card.

5. Now you can select which level you want to load in the game.

6. Now the level is saved to the game and you are able to play it.

7. You can repeat this steps everytime again to access all e-levels.

There are more e-levels than e-cards for this game so there are some unused under them like the last one which is called dummy2. It´s a short
level where the gift boxes are about you and the key and the door next to
you.

The mode 0A is the only one which crashes everytime. I think that this should be the mode where you could select the levels which you want to edit with mode 0B but was never in the game because they haven´t finished it.

Btw has someone already done some researching in this game or I am the
first one who discovered this stuff?

I hope you like it!

Hiro-sofT
Posted on 04-12-08 10:30 AM, in Mario vs Donkey Kong 1 in-game editor found (rev. 2 of 04-12-08 04:32 PM) Link | Quote | ID: 81789

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interdpth: This would be amazing if you can finish this, because im a huge
Fan of this Game and I really enjoyed to play it, good luck with it!

I saw the pictures from Donkey Kong Plus and in my opinion it´s a shame they haven´t realesed it as a seperate game, because Donkey Kong GB was awasome too. In alpha screenshots from Mario vs DK I saw the seed spitting plant from Donkey Kong GB. I also found the graphics from this plant in the rom which could mean the sprite is one of the sprite numbers which we can´t select in the editor mode.

I haven´t found the Ram adress which determines which music in the level
is playing after searching in all the Ram adresses of the game but,
I found some other Ram adresses in this game which are maybe useful to play around with. I will post them here soon!

Edit: Here there are:

3000E77-F Background Position related?

3001A1D Level End related?

3001A1E Mario Dead related?

3001A1F Mini Mario related?

3001A30-2 Presents collected if 01 per Byte

3003514-6 Marios X Position

3003518-A Marios Y Position

30089C0 Mario Controllable/Demo play?

3004C64-5 Music selected in options

3004C66-7 sfx selected in options

3004C6A Screen mode selected

3004C68 movie selected (08 for unused movie picture)

3004C58 which options the cursor is on

3004C6C Audio system selected

3000058-9 save/chart selected (type 03 01 for E-world)

3003404 music speed

30009E0 High of Lava in fire mountain

300015A-D HDMA Effect

3001BA0 how much mini marios you have in DK battle

3001C40 DK bag Y position (in battle)
3001C41 DK bag animation (in battle)
3001C48 DK bag X position (in battle)

30009D0 how much presents are in the level you can collect
(status-bar)

3000BD4 which world selected in level select

3000BD8 which level selected in level select

3000081 cursor on world selected (level select)

3000080 cursor on level selected (level select)

3000081 change to 4 for final 1 and 5 for final 2

3000900 Number from editor Bank 00 (Standart Level Tiles)

3000904 Number from editor Bank 01 (Normal coloured Tiles)

3000908 Number from editor Bank 02 (Red coloured Tiles)

300090C Number from editor Bank 03 (Blue coloured Tiles)

3000910 Number from editor Bank 04 (Yellow coloured Tiles)

3000914 Number from editor Bank 05 (Enemies)

3000918 Number from editor Bank 06 (Standart Sprites 1)

300091C Number from editor Bank 07 (Standart Sprites 2)

3000920 Number from editor Bank 08 (Unused Objects?)

3000928 Editor Bank Number

300092C Sprite/Tile Number (like 82 01 for Oil cane,
not changeable in MEMORY Viewer)

30008C8 Editor-Cursor-X-Position

30008CC Editor-Cursor-Y-Position


I found the prototype screenshot with the seed spitting plant:



Interesting is that the names from the first and secound world of Donkey Kong GB are under the Tiles of the level names: Big City and (Green) Forest!



And here are 2 screenshots from Donkey Kong Plus:

On Gamecube (editor mode)



On Gameboy Advance


Main - Posts by Hiro-sofT

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