The lightning sprites can be used in the game without PAR codes. If you put in 08 FD99 as an object into ropey rampage, lightning will appear in the background.
I am not sure if this is directly related to what you are saying, but do you know how to follow an object short to its ASM code? Here is an example object 9A61 is a ground-slappable hidden banana bunch. Using 9A61, how would I make it so a different object is spawned? Also do you have any ideas on h...
Here is a list of the various things that I found while working on my rom editor. I'll start with level tilemaps: Most levels (not water levels or slipslide ride), are stored in colums. They are 16 32x32 tiles high and vary in length. Each tile takes up 2 bytes of rom.Byte 1 says which tile number t...
Behold the [sarcasm] ultra user-friendly [/sarcasm] way to edit objects. Right click on an object and type in the object short then press the "Do" button.
Object editing
millstonemayhem.PNG (157.87 KiB) Viewed 31598 times
Nearly the entirety of the DKC2 ROM is compressed, including Levels, Tilesets, almost all Graphics, and maybe Physmaps. Uh-oh. I was hoping that once my editor worked 100% for DKC, I could just load a DKC2 rom with the extracted tilesets and it would work. If we lived in a perfect world. I guess to...
I am currently making a rom editor (~%80 done ) which is a little easier to use. Objects and bananas can be moved with the mouse, but to change them, you have to type in the object short. As for tile editing, there is no easy way to do it. I would suggest that the first level you change be something...
Nice job. I guess to save space, Rare used two tile layers instead of more tiles for tracks on the ground. Quick question, how exactly are the graphics stored? At some point, I want to add graphics extraction to my editor.
I thing that I just found something. If I make bytes 5 and 6, 00 7F and replace all of the nodes with 00 00 1F 01, the scroll data for that level gets "blanked" as in the camera always follows the kongs. This has a negative side effect though, the camera won't scroll down to reveal where t...
I don't think I was that clear. I sort of understand the scroll data. Accordind to the docs, Jungle Hijinxs' scroll data starts at x3C977A (with rom header). Bytes 1 and 2 are the level's start on the tilemap in pixels, bytes 3 and 4 are the levels ending on the tilemap in pixels. Bytes 5 and 6 seem...
Hello, a littile while ago, I stumbled upon Giangurgolo's docs. I made a simple hack by turning the first gnawty into a mine cart. I thought that I was capable of more. Well, I was. I have an almost complete non-userfriendly level editor made in Multimedia Fusion 2. I am aware that there is a Japane...