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Topic: Resource allotment and stuff  (Read 727 times)
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    « on: January 30, 2010, 12:49:44 PM »

    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
    « Last Edit: February 01, 2010, 03:35:44 AM by Grime »

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    « Reply #1 on: January 30, 2010, 01:00:45 PM »

    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

    « Last Edit: January 30, 2010, 01:20:37 PM by FullOfFail »

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    « Reply #2 on: January 30, 2010, 01:14:45 PM »

    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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    « Reply #3 on: January 30, 2010, 01:29:29 PM »

    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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    « Reply #4 on: January 30, 2010, 02:28:21 PM »

    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

    "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
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    « Reply #5 on: January 31, 2010, 01:59:52 PM »

    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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    « Reply #6 on: January 31, 2010, 02:10:15 PM »

    It just hit me that I need the tileset used in crocomairs room too. ^^;

    "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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    « Reply #7 on: January 31, 2010, 02:17:49 PM »

    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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    « Reply #8 on: February 01, 2010, 02:14:44 AM »

    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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    « Reply #9 on: February 01, 2010, 03:17:19 AM »

    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.
    « Last Edit: February 01, 2010, 03:41:06 AM by Grime »

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    « Reply #10 on: February 02, 2010, 10:11:36 PM »

    I've found that patch there:

    http://www9.atwiki.jp/catnap222/pages/471.html

    It'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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    « Reply #11 on: February 07, 2010, 07:22:03 AM »

    Aren't you just gonna start with a blank ROM?  All new room headers and what-not?
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    « Reply #12 on: February 07, 2010, 12:13:56 PM »

    Thats what I would suggest as well... it would be better for everyone if we did.

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    « Reply #13 on: February 07, 2010, 12:59:12 PM »

    And for that matter, new areas
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    « Reply #14 on: February 08, 2010, 06:36:39 AM »

    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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    « Reply #15 on: February 08, 2010, 12:57:50 PM »

    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.

    Quote
    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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    « Reply #16 on: February 08, 2010, 06:06:14 PM »

    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. =)

    "Damn you GK, I got permastuck because I used glitches in the game QQ"

    so... how many pages of this are there?
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    <BassZ1890> Super Duper Sumos...
    <BassZ1890> OMG YES!!! HELLO KITTY'S FURRY TALK THEATER!!!
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    « Reply #17 on: February 12, 2010, 01:55:28 AM »

    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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    « Reply #18 on: February 17, 2010, 11:08:44 PM »

    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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    « Reply #19 on: February 18, 2010, 03:42:24 AM »

    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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