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Author Topic: Project: Removing the infamous Event System  (Read 3435 times)

P.JBoy

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Project: Removing the infamous Event System
« on: March 03, 2010, 11:09:32 AM »

I'm hoping to start trying to crack down that Event++ system once and for all.  Will be posting progress and logs here, that way anyone who's up to GBA ASM can do their part.

If anyone's up for learning GBA ASM, they can always come on #metconst or #jzd.  I myself, learnt ASM from these two resources while learning to make cheat codes: Basic stuff, actual ASM stuff.  In fact, everything on that site is useful, here's the list of event anyways:

(click to show/hide)

I have a symbolic debug file for no$gba as well, helps a lot, it replaces known RAM and ROM addresses to the names in the file.  The file name needs to have the same name as the ROM you're using.  See the attachment
« Last Edit: July 18, 2010, 10:55:14 PM by Phazar »
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Quietus

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Re: Project: Removing the infamous Event System
« Reply #1 on: March 03, 2010, 11:38:19 AM »

I know you're experienced enough to know your way around it all, but good luck anyway.  This'll be a milestone if you pull it off, and can't help but galvanise hacking for this game.
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person701

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Re: Project: Removing the infamous Event System
« Reply #2 on: March 03, 2010, 03:59:08 PM »

Good luck. I wish you return alive.
* person701 salutes.
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Super Metroid Prime

Parabox

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Re: Project: Removing the infamous Event System
« Reply #3 on: March 03, 2010, 04:14:32 PM »

It's funny how you named things... Escaped planet lol.
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zephyrtronium

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Re: Project: Removing the infamous Event System
« Reply #4 on: March 03, 2010, 05:06:20 PM »

This is the third time this has been attempted? As in, this time is the charm? :D!:
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you can see some differences in the pixels
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<DSO> I would say aaaaaaaaa but there'd be too much blood spraying from my mouth

P.JBoy

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« Reply #5 on: March 04, 2010, 06:03:54 PM »

Here's the first small chunk, I'm pretty sure this subroutine is called more than once throughout the game so...
« Last Edit: July 18, 2010, 01:56:24 PM by Phazar »
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P.JBoy

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« Reply #6 on: March 10, 2010, 04:28:09 PM »

Second update, trying to figure out what those BL's do; sure didn't expect a 5K plethora of code for one of them BL's (~20 times as big disassembled).  Should really find out what 03000060 is...
« Last Edit: July 18, 2010, 01:57:33 PM by Phazar »
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person701

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Re: Project: Removing the infamous Event System
« Reply #7 on: March 10, 2010, 09:01:02 PM »

Keep grinding PJ. Fusion would be awesome if i weren't for it's linear progression.
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P.JBoy

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Re: Project: Removing the infamous Event System
« Reply #8 on: April 07, 2010, 05:08:00 PM »

Gettin' there...  I'm pretty sure it's down to 03000060 and the 'Ability data' as I've named it.
« Last Edit: July 18, 2010, 01:59:18 PM by Phazar »
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Quietus

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Re: Project: Removing the infamous Event System
« Reply #9 on: April 07, 2010, 07:22:43 PM »

Man, you're a machine.  Go, P.JBoy!  :^_^:
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P.JBoy

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Re: Project: Removing the infamous Event System
« Reply #10 on: April 12, 2010, 09:11:20 AM »

Well, lets see.  I've got it so that you can fight bosses in any order and it'll give you the item it should.  Of course it still sets the event in the event counter, and that affects all the environmental states and whatnot.  Also, certain bosses/events are only accessible after doing other specific events, so that needs to be fixed :)
« Last Edit: July 18, 2010, 02:00:38 PM by Phazar »
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P.JBoy

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Re: Project: Removing the infamous Event System
« Reply #11 on: April 14, 2010, 07:40:30 AM »

Here's a video:
Event++ hack
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Parabox

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Re: Project: Removing the infamous Event System
« Reply #12 on: April 18, 2010, 09:09:22 AM »

Scary. But awesome. A new generation of Fusion hacks will come to be. I hope a Doom themed one as well.
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P.JBoy

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Re: Project: Removing the infamous Event System
« Reply #13 on: April 18, 2010, 12:15:37 PM »

Well, at this point, the game's perfectly non-linear, after just taking away the events; navigation rooms and grey doors just need to be removed with a level editor.  The only editing that'd still be needed is if you want to add your own events, or to still use some of Fusion's
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person701

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Re: Project: Removing the infamous Event System
« Reply #14 on: April 18, 2010, 12:59:05 PM »

Sooo wait... you cracked it?! :O WEWT! GO PJ BOI! Another suggestion is have the level editor be able to custom the event timeline in the way you want it... though that sounds like it's out on quite the limb.
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Super Metroid Prime

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Re: Project: Removing the infamous Event System
« Reply #15 on: April 18, 2010, 03:24:33 PM »

The only thing (in my humble opinion) left to do now is splitting the beams. It would be awesome if you could use them all seperately, not?
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P.JBoy

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Re: Project: Removing the infamous Event System
« Reply #16 on: April 18, 2010, 03:52:25 PM »

you cracked it?
Well, if you were to make a proper hack that redesigned the entire map, then events wouldn't affect you.  However, smaller hacks that just change the room layout would be horribly broken by beating the bosses out of order
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person701

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Re: Project: Removing the infamous Event System
« Reply #17 on: April 18, 2010, 08:31:28 PM »

In other words, you cracked it. :D Good job PJ Boy! With no events people can be dicks and make Yakuza the first boss!
* person701 shoots self.
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Malpercio

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Re: Project: Removing the infamous Event System
« Reply #18 on: April 22, 2010, 12:57:51 PM »

sweet. so is there a patch link? or a doc somewhere on what changes to make? now that the stupid event system's dead, we can finally start making actual hacks, instead of visual revamps and room layout changes, etc.
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P.JBoy

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Re: Project: Removing the infamous Event System
« Reply #19 on: April 23, 2010, 12:32:12 PM »

Well, I was given a great idea on IRC to recreate a better event system, one which binds navigation rooms to their events.  I need to change any boss AIs that read the event counter to see if they should exist as well, then I'll release a patch/document
« Last Edit: April 23, 2010, 12:35:33 PM by P.JBoy »
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