This could possibly be sidestepped with ROM expansion, though at the moment I'm not sure how stable the ROM would be, or if some code would need to be altered. This doesn't mean that modifying fields is impossible or anything, but it is made somewhat more difficult by the fact that the new field data must fit in the space the original field fit in. I've found out that the field data is in fact compressed, and explains what Naulahauta was seeing with seemingly random "00"s and other byte combinations sprinkled in the data-the fact that he could modify the data easily at all was because of sheer luck that the tiles he wanted to modify were uncompressed. Working on translating the Japanese notes, because there's a lot of information in there. ![]() Anyway, I'll try and dig up some of this stuff tomorrow. I wrote some notes while doing so, but they wouldn't be very intelligible to anyone but myself as they are right now.Īs for documentation regarding the internals of the game, there's a few scattered bits of information, as well as the wiki for one failed attempt at a level editor. The timer routine was the main thing I figured out, in any case - I didn't try braving the physics or map systems. I also took a small crack at reverse-engineering the game myself, though I eventually lost interest for a while since reverse-engineering assembly is rough-going. There's also a level select hack I got from Electric Lady, though it's kind of buggy. I dug up a Japanese field viewer at some point, which seems like it was meant to become an editor at some point, though that never happened. There were a couple efforts to make a level editor, though they didn't come to pass. Uhh, there were a few efforts here and there.
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