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DSO
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« on: January 30, 2010, 12:49:44 PM » |
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The purpose of this thread is basically to figure out what we have to use and what's used, so we can keep track of stuff and not end up with two people using the same room, for example.
Room IDs Bosses Tilesets BTS blocks Palette Blends Banks (For repointing level design)
Room IDs: The list of original room IDs, used ones will have the name placed next to them. Just post the ones you want to use and I'll add your name to the list as quickly as possible.
791F8 Grime 792B3 DSO 792FD DSO 793AA Grime 793D5 793FE Grime 79461 Grime 7948C Grime 794CC 794FD DSO 79552 DSO 7957D DSO 795A8 DSO 795D4 795FF 7962A 7965B DSO 7968F 796BA DSO 7975C 797B5 79804 79879 798E2 7990D 79938 79969 79994 799BD 799F9 79A44 79A90 79AD9 79B5B 79B9D 79BC8 79C07 79C35 79C5E 79C89 79CB3 79D19 79D9C 79DC7 DSO 79E11 79E52 79E9F 79F11 79F64 79FBA 79FE5 7A011 7A051 7A07B 7A0A4 7A0D2 7A107 7A130 7A15B 7A184 7A1AD 7A1D8 7A201 7A22A 7A253 7A293 7A2CE 7A2F7 7A322 7A37C 7A3AE 7A3DD 7A408 7A447 7A471 7A4B1 7A4DA 7A521 7A56B 7A59F 7A5ED 7A618 7A641 7A66A 7A6A1 7A6E2 7A70B 7A734 7A75D 7A788 7A7B3 7A7DE 7A815 7A865 7A890 7A8B9 7A8F8 7A923 7A98D 7A9E5 7AA0E FoF 7AA41 7AA82 Fof 7AAB5 7AADE 7AB07 7AB3B FoF 7AB64 FoF 7AB8F 7ABD2 7AC00 7AC2B 7AC5A 7AC83 7ACB3 7ACF0 7AD1B 7AD5E 7ADAD FoF 7ADDE 7AE07 7AE32 7AE74 7AEB4 7AEDF 7AF14 7AF3F 7AF72 7AFA3 7AFCE 7AFFB 7B026 7B051 7B07A 7B0B4 7B0DD 7B106 7B139 7B167 7B192 7B1BB 7B1E5 7B236 7B283 7B2DA 7B305 7B32E 7B37A 7B3A5 7B3E1 7B40A 7B457 7B482 7B4AD 7B4E5 7B510 7B55A 7B585 7B5D5 7B62B 7B656 7B698 7B6C1 7B6EE 7B741
Crys section begin 7C98E 7CA08 7CA52 7CAAE 7CAF6 7CB8B 7CBD5 7CC27 7CC6F 7CCCB 7CD13 7CD5C 7CDA8 7CDF1 7CE40 7CE8A Crys section end
MM section 7CED2 7CEFB MM 7CF54 7CF80 7CFC9 7D017 7D055 7D08A 7D0B9 7D104 7D13B 7D16D 7D1A3 7D1DD 7D21C 7D252 7D27E 7D2AA 7D2D9 7D30B 7D340 7D387 7D3B6 7D3DF 7D408 7D433 7D461 7D48E 7D4C2 7D4EF 7D51E 7D54D 7D57A 7D5A7 7D5EC 7D617 7D646 7D69A 7D6D0 7D6FD 7D72A 7D765 7D78F 7D7E4 7D81A 7D845 7D86E 7D898 7D8C5 7D913 7D95E 7D9AA 7D9D4 7D9FE 7DA2B 7DA60 MM End MM section:
7DAAE 7DAE1 7DB31 7DB7D 7DBCD 7DC19 7DC65 7DCB1 7DCFF 7DD2E 7DD58 7DDC4 7DDF3 7DE23 7DE4D 7DE7A 7DEA7 7DEDE 7DF18 7DF45 7DF8D 7DFD7 7E021 7E06B 7E0B5 7E82C
Bosses: Cause who knows if we'll end up having any custom bosses, we're just putting used ones here for now. So yeah, post if there's a boss you want to use. Sporespawn - DSO Kraid - squishy_ichigo Crocomire - Crys Phantoon - Grime
Tilesets: Same routine as bosses and rooms here.
1 - Grime 2 - Grime 3 4 5 - Crys 6 - Crys 7 8 9 10 11 12 - MM 13 - MM 14 15 16 17 22 - DSO 23 - DSO 24 25 26 - Squishy 27 - Squishy 28 - Crys 29
BTS blocks: We've only got 15 BTS blocks to play with, and I think we should use 4 for teleportation (Up, down, left, right). It's possible to change how much to teleport by on a room by room basis with a little work (Maybe use the BTS value of the upper left most block in the room? 01 = 1 screen, 02 = two screens, etc.)
I also think we should have blocks that do acid like damage and also blocks that heal. The rest would be left for those who can program them to do special things they want.
0 1 3 - Up 4 - Down 5 - Left 6 - Right 7 - Hurt block 8 - Heal block 9 10 11 12 13 14 15 - DSO
Palette Blends: The list for custom palette blends by my patch. There's 80-BF, Just post the ones you'll be using.
DSO 82 83
Banks:
E0 - EF reserved for expanded tilesets F0 - FF level design
DSO FE FF
MM FD
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« Last Edit: February 01, 2010, 03:35:44 AM by Grime »
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FullOfFail
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« Reply #1 on: January 30, 2010, 01:00:45 PM » |
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Since I don't think no one claimed any of Norfair I might aswell claim these. I tried to chose ones that would connect too. I'll hold off to chose my tileset. 7ADAD 7AB64 7AB3B 7AA0E 7AA82 
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« Last Edit: January 30, 2010, 01:20:37 PM by FullOfFail »
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MetroidMst
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« Reply #2 on: January 30, 2010, 01:14:45 PM » |
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All of Maridia. If anyone doesn't have some rooms to work with I'll gladly share, but I don't have all the room IDs in front of me right now and I don't know exactly how much I will be using.
Also put me down for whatever the two Maridian tilesets are. I'll be changing them around alot obviously.
Don't care about bosses.
I'll use whatever BTS blocks I think I want to.
Don't know what to do about palette blends.
And I'll probably use up to 1 bank. I'm counting on using less, more like half, but I am not sure what tiles I'm using yet and what space they'll eat up.
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Webber1900
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Job/Hobbies: Rom Hacking
Game Modding Alignment: Zelda and Metroid
Posts: 33
To fail is to succeed.
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« Reply #3 on: January 30, 2010, 01:29:29 PM » |
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If you want, I'll be glad to do some level designing, I don't care what room it is just give me the details and I will try my hardest.
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Crys
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« Reply #4 on: January 30, 2010, 02:28:21 PM » |
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Tileset: 5 and 6
Room IDs: All rooms from the original that is in the WS area + Crocomairs room. ( I might need more rooms later but, whatever)
Bosses: Crocomair. <3
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"Damn you GK, I got permastuck because I used glitches in the game QQ"
so... how many pages of this are there?
<BassZ1890> i swear <BassZ1890> some of these old cartoons <BassZ1890> Super Duper Sumos... <BassZ1890> OMG YES!!! HELLO KITTY'S FURRY TALK THEATER!!!
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DSO
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« Reply #5 on: January 31, 2010, 01:59:52 PM » |
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I'm going to need at least 1 custom BG_Data background, what one should I get rid of for it?
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Crys
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« Reply #6 on: January 31, 2010, 02:10:15 PM » |
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It just hit me that I need the tileset used in crocomairs room too. ^^;
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"Damn you GK, I got permastuck because I used glitches in the game QQ"
so... how many pages of this are there?
<BassZ1890> i swear <BassZ1890> some of these old cartoons <BassZ1890> Super Duper Sumos... <BassZ1890> OMG YES!!! HELLO KITTY'S FURRY TALK THEATER!!!
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squishy_ichigo
Jikuryuu Igo
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vakatir e'cer
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« Reply #7 on: January 31, 2010, 02:17:49 PM » |
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I'll go ahead an take Tilesets 26 and 27
26 for my desert tileset, and 27 for Kraid.
idk what rooms I'll be using just yet.
edit: 28 is Crocomire's Tileset, which Crys just said he needed. ;P
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JAM
JAMPION
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Game Modding Alignment: Super Metroid
Other: M
Posts: 179
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« Reply #8 on: February 01, 2010, 02:14:44 AM » |
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How big this hack would be? Bigger than original game? I know, it's pretty obvious for many people, but... Do you know that relocating PLMs from bank $8F to another bank allows you almost double amount of the rooms by using free space and space using by PLMs?
If you want to add many extra rooms than anyone must recolate PLMs right now while PLMs are almost unchanged by now. I saw a patch somewhere that moves all PLMs to the bank $E1.
Another problem: bank $8F is using too much different stuff. Door array pointers, scroll arrays, special scrolling data, etc. If someone decide to change default scrolling to custom (0000 or 0001 to custom address at bank $8F), then he must use free space in bank $8F. Another example: room 5*5 is resized to 5*6. Scroll array (if it is not default, i.e., not 0000 or 0001) will grow by 5 bytes. Where should be placed this data? At free space. Every added door will need 2 more bytes in bank $8F and C (12) more bytes in bank $83, etc. Special scrolling data (used by scroll PLMs) is also located in bank $8F.
How to solve this problem? I'm thinking of reserving of free space in bank $8F for every people. For example, 7EB00..7EBFF for Crys, 7EC00..7ECFF for DSO, 7ED00..7EDFF for MetroidMst etc.
Also, what about regular enemies? If 2 different people will add enemies to the room using free space in bank $A1, then they MAY overwrite work of each other in final product.
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There are 10 types of people in the world: Those who understand binary, and those who don't...
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Grime
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« Reply #9 on: February 01, 2010, 03:17:19 AM » |
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JAM: I planned on making sure everyone documented each repoint they do to a room, including PLM/enemy set/enemy pop, level data and anything else. Also the low indexes they use for items so we don't have items disappearing when one in another area is collected. Same for door shells.
I also wanted to see about cleaning out the PLMs as you said, and adding new PLMs/enemies to the room as needed by repointing instead of starting with what the game already has in there.
Edit: Also, yeah. I forgot to take scroll data into account. I know when you expand the screen size of a room, some squares appear colored, and some don't appear at all, and that 'making' new scrolls by clicking the empty parts is what overwrites things. I think? Either way, is anybody capable of cleaning out what I mentioned earlier and giving a quick run-down on where to start with new pointers and all? I think it'd be best for all that to be taken care of and everybody building rooms to be on the same page before we start, or there will be many headaches abound.
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« Last Edit: February 01, 2010, 03:41:06 AM by Grime »
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Dream. Learn. Create. Repeat. End.
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JAM
JAMPION
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« Reply #10 on: February 02, 2010, 10:11:36 PM » |
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I've found that patch there: http://www9.atwiki.jp/catnap222/pages/471.htmlIt's a japanese site. All PLMs can be easily repointed using Bank Buddy program by Jathys. You'll need to copy all bank $8F to $E1 and clear unused stuff (rooms, scrolling, etc.) in bank $E1. According to squishy_ichigo's Data Banks guide, PLMs are located there: 8000-918C and there: C215-C8C5 All locations of enemies, their speed and orientations are stored in bank $A1. All bank is used only by enemies. 1 enemy = 10 (16) bytes. 1 room = 10 * enemies + 3 (splitter) bytes. Splitter is always "FF FF XX", where XX = enemies to clean room. In original ROM this bank was filled by 85%. Not much space for repointing. =( If there'll be many new rooms, then you may need to use second bank for enemies. Don't cure, how exactly to do this. I'm working on this, but haven't found a location of code yet. Enemy DNA's are stored in bank $A0 (in it's second half). Right now only 32 new enemies can be added, if don't touch beta enemies like small Crocomiro, Reflector etc. I guess, enemy DNA's can be repointed to use a full bank. Also, don't sure, how to do this. =( Or, all subroutines in first half of bank $A0 can be repointed to another bank, but there are too many codes. All refers to this subroutines in another bank should be fixed too. Possible, but long. Don't forgot about enemies allowed in the room. Bank $B4 is used for this. 4 bytes for each enemy, 2 bytes for separator between rooms. There are a free space to make 4 allowed enemies in 159 (dec) new rooms, but different rooms can use the same pointers for allowed enemies, if there are the same enemies in them. Also, new FX1 data (if someone create this) is located in bank $83. 16 (10) bytes for each new room using new FX. I know when you expand the screen size of a room, some squares appear colored, and some don't appear at all, and that 'making' new scrolls by clicking the empty parts is what overwrites things. Yeah, that's right. Either way, is anybody capable of cleaning out what I mentioned earlier and giving a quick run-down on where to start with new pointers and all? I think it'd be best for all that to be taken care of and everybody building rooms to be on the same page before we start, or there will be many headaches abound.
7E9A0..7FFFF is free by default. So, you may start from 7EA90. But 2 of my patches (item-related events and day & night cycles [WIP]) are using space at the very end of bank $8F (7FE80..7FFFF). If you want to use them in future, please leave a gap between 7FE80 and 7FFFF. So, start from 7E9A0. Free space there can be used for door pointers array (adding new door), scroll arrays (when expaning the rooms), special scrolling data (used by scroll PLMs, but not sure, will this be working with bank $8F or with $E1), layer 1_2 information and alternative states for the rooms (if anyone add them)
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There are 10 types of people in the world: Those who understand binary, and those who don't...
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P.JBoy
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« Reply #11 on: February 07, 2010, 07:22:03 AM » |
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Aren't you just gonna start with a blank ROM? All new room headers and what-not?
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squishy_ichigo
Jikuryuu Igo
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« Reply #12 on: February 07, 2010, 12:13:56 PM » |
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Thats what I would suggest as well... it would be better for everyone if we did.
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P.JBoy
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« Reply #13 on: February 07, 2010, 12:59:12 PM » |
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And for that matter, new areas
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Grime
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« Reply #14 on: February 08, 2010, 06:36:39 AM » |
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We'd need a blank ROM first for that to be possible, and I don't think one exists. Furthermore, everything would need to be documented to the finest detail so nothing slips between the cracks. We'd also need some good how-to documentation for making use of new room IDs and stuff for the people (like me) who have never worked with room headers or anything before.
If we went that route, then wouldn't it be for the better of we made the area maps beforehand so we know just how many rooms we need initially? More rooms could be added throughout the areas after the main routes are done for extra items to flesh things out, like other shortcuts and whatnot.
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Dream. Learn. Create. Repeat. End.
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GF_Kennon
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« Reply #15 on: February 08, 2010, 12:57:50 PM » |
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And for that matter, new areas
Unless you are going to tell me otherwise the bank that holds the map data does not have any more room in it for new area's, well it has free space, but thats /just/ exactly enough space to insert a map for Debug. While a cleaned out ROM is desirable, and something i can do in about 5 mins, do you understand how to rebuild everything, and does everyone else for that matter, do they want to learn all this, is the effort required worth it, by all means, ill have a clean ROM for you in a few moments if you want it, but could you replace everything back how you want it? also the fact that a lot of hex work will be done in critical banks, some people start breaking each others work and it could be hard to trace, you could also wait till i finish a small cleanout and rebuild of SM which could be handy here, which is my current project now. I guess, enemy DNA's can be repointed to use a full bank. Also, don't sure, how to do this. =( this isnt possible just so you know, they require stuff thats in the same bank.
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Crys
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« Reply #16 on: February 08, 2010, 06:06:14 PM » |
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If we went that route, then wouldn't it be for the better of we made the area maps beforehand so we know just how many rooms we need initially? More rooms could be added throughout the areas after the main routes are done for extra items to flesh things out, like other shortcuts and whatnot.
I know for sure that this would suck for me as I prefer to make areas whatever and then make the map for it. =)
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"Damn you GK, I got permastuck because I used glitches in the game QQ"
so... how many pages of this are there?
<BassZ1890> i swear <BassZ1890> some of these old cartoons <BassZ1890> Super Duper Sumos... <BassZ1890> OMG YES!!! HELLO KITTY'S FURRY TALK THEATER!!!
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JAM
JAMPION
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Game Modding Alignment: Super Metroid
Other: M
Posts: 179
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« Reply #17 on: February 12, 2010, 01:55:28 AM » |
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We'd also need some good how-to documentation for making use of new room IDs and stuff for the people (like me) who have never worked with room headers or anything before.
Rolando and I have done so at M2K2 as a part of Moonedit SMILE FAQ. I guess, I should post this as a guide here.
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There are 10 types of people in the world: Those who understand binary, and those who don't...
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Cardweaver
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« Reply #18 on: February 17, 2010, 11:08:44 PM » |
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I would offer to help, but I'm not sure I'd be of much use.
Maybe if I was allowed to use someone else's tileset? I'm good at level design, and I know how to repoint most things, but not so much at creating a new tileset.
Let me know if you're interested, and feel free to use DSO as a character-reference. :)
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Grime
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« Reply #19 on: February 18, 2010, 03:42:24 AM » |
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Naw, I've got a decent idea what you're capable of, Card. Using someone else's tileset isn't a problem at all. The more the marrier, as it were. For each person who volunteers to do even just a couple rooms or so, it takes a little bit more of a load off of everybody else.
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Dream. Learn. Create. Repeat. End.
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