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Author Topic: Castlevania II: Simon's Quest ASM Hacking help  (Read 1 times)
Zakyrus
Guest
« Reply #15 on: October 09, 2011, 11:52:42 pm »

8778\t69 - some weird moon-walking stuff, enjoy!


Perhaps someone can help me out with this......

I took the code 6-digit code, ATIEAY, "Walk Faster Left To Right Only "

......then used the nifty process of converting it into an 8-digit code (thanks to Tony Hedstrom's nifty document, Convert nes codes 6-digit to 8 document)

The result was:

ATSEANNY
8758 60 (was FF)

Long story short, anytime I try to make this code permanent by changing the hex value, it freezes up the game, glitches or nothing happens.
:banghead: Can someone take a look and see what I'm doing wrong in the "make this code permanent" process? It works just fine as a code in itself...
Thanks a trillion.

Also, if someone can help me figure out the "Walk Faster Right To Left" code, I would appreciate it.


~Z
Sliver X
Guest
« Reply #16 on: October 10, 2011, 01:11:55 pm »

I somehow lost 99% of my project folders and notes a few months back, but I still have a small text file of some of my preliminary CV2 work. It's pretty minimal compared to what I *did* have, but could be useful as the start for several things...

Note: I tend to denote RAM with a $ at the beginning and ROM addresses without the hex denotation.

Code:
@@@@@
Music


1EB1: Beginning of Game Start song.

BX is kick bass, AX is snare drum.

Tempo > Instrument > ? > ? > ? > ?

Note, Tempo,Octave and repeats are the same as CV1.

FE is repeat. Next values is how many times.

FEFF followed by a two byte pointer is "Repeat Forever", End of Track.

@@@
AsM


1D7A4: 20 CA D7 = JSR to Day/Night Counter Check

1D7A4: EAEA60 = Never turn night.

1D7A8: Counter value for change. Value x 4 seconds (00 is simply 4 second Day/Night)

E26 - 1219: Town Song

41A2: EAEA makespeople vanish.

C903/$88F3: Jump Height Routine (Lower is higher)

$90: Currently Selected Sub Weapon

$91:Body Parts + Orbs, etc

$4A: Sub Weapons?

$4F: Currently Selected Part/Orb

$F1: Current Input

$80 = Health

$434: Whip Type


1FEF0: Free Space

DD10: Free Space (In Range of Jump routine: $9D00)

@@@@@@@@@@@@@@@@@@@@@@@
Checking For Orb

$85FE:A5 4F     LDA $004F = #$01
$8600:C9 06     CMP #$06
$8602:F0 07     BEQ $860B
$8604:BD C6 03  LDA $03C6,X @ $03CC = #$20
$8607:09 20     ORA #$20
$8609:D0 05     BNE $8610
$860B:BD C6 03  LDA $03C6,X @ $03CC = #$20
$860E:29 DF     AND #$DF
$8610:9D C6 03  STA $03C6,X @ $03CC = #$20
$8613:4C BB 85  JMP $85BB

@@@@@@@@@@@@@@
Damage Writing

$D354:85 08     STA $0008 = #$08
$D356:A5 80     LDA $0080 = #$30
$D358:38        SEC
$D359:E5 08     SBC $0008 = #$08
$D35B:B0 02     BCS $D35F
$D35D:A9 00     LDA #$00
$D35F:85 80     STA $0080 = #$30
$D361:60        RTS

$$$$$$$
$HACKS$
$$$$$$$

###################
Make Item High Jump

Hook: C904 - 20009DEA
\t\t\t
Routine: DD1D - A000 A54F C905 F003 A9FC60 A9FA60
\t\t\t    | \t             |
\t\t\tItem Binding\tNew Jump Height   


B Action

20 2F D8: Subweapon Routine
4C 55 DB: Whip Routine

Subweapon Routine
A5 90: Load Subweapon ID
20 BB C5: Go to main Routine.


Whip Routine:

00:8943:4C 55 DB  JMP $DB55 <--- Now that we've determined Up+B hasn't been pressed, Whip It!

DD20: Free space

00:DB55:A9 0A     LDA #$0A <--- Huh.
00:DB57:AC 34 04  LDY $0434 = #$02 <--- Check Whip Type
00:DB5A:C0 02     CPY #$02 <--- See if it's the Chain Whip
00:DB5C:90 0B     BCC $DB69 <---- If it's not, branch.
00:DB5E:C0 04     CPY #$04 <--- See if it's the flame whip.
00:DB60:D0 05     BNE $DB67 <---- Branch if it's not.
00:DB62:A9 0F     LDA #$0F <--- Huh.
00:DB64:4C 69 DB  JMP $DB69 <---- Flame Whip Routine?
00:DB67:A9 0E     LDA #$0E
00:DB69:20 18 C1  JSR $C118 <--- Leather/Thorn/Chain/Morningstar?
00:DB6C:A9 80     LDA #$80
00:DB6E:8D EA 03  STA $03EA = #$80
00:DB71:A9 FF     LDA #$FF
00:DB73:8D B5 03  STA $03B5 = #$00
00:DB76:60        RTS
Zakyrus
Guest
« Reply #17 on: October 10, 2011, 04:47:43 pm »

Oh, thanks Silver-X!!! Grin

Here's some other useful things I found while scouring the 'net.
Some of these might be repeats of what you have, but hey, let's get all the CV2 stuff in one spot.
I'll grab all that I can find and we'll make one big document...

Code:
0031 - Lives
0037 - D-Pad Pushing (00-Idle 01-Left FF-Right)
0046 - Experience: 99XX
0047 - Experience: XX99
0048 - Hearts: 99XX
0049 - Hearts: XX99
004A - Weapon Bit Flag
\t01 - Dagger
\t02 - Silver Dagger
\t03 - Golden Knife
\t04 - Holy Water
\t05 - Crystal
\t06 - Sacred Flame
\t07 - Oak Stake
\t08 - Nothing
004C - Laurels
004D - Garlic
0058 - Map X Chunk
0059 - Map X Position
006A - Simon Y Position
0077 - Dialog writing text row
0078 - Dialog writing text column
007B - Dialog text timeout until next letter.
007C - Dialog text memory offset
007D - Dialog starting column
\tAlso the dialog timeout to automatically disappear
\tAlso the option highlighted for Yes/No questions.
007F - Sun flag (1=Day, 0=Night)
0080 - Current Hit Points (x8)
0080 - Maximum Hit Points (x8)
0083 - Game Time (Days)
0084 - Game Time (Seconds)
0085 - Game Time (Minutes)
0086 - Game Time (Hours) (6-17 Day time, 18-5 Night time)
0087 - Counter for day/night palette shift.
0088 - Counter for day/night palette shift.
008B - Level
0091 - Inventory Bit Flag
\t01 - Rib
\t02 - Heart
\t03 - Eye
\t04 - Nail
\t05 - Ring
\t06 - White Crystal
\t07 - Blue Crystal
\t6+7 - Red Crystal
0092 - Carry Items Bit Flag
\t01 - Silk Bag
\t02 - Magic Cross
\t03 - Laurels
\t04 - Garlic
0300 - Simon Sprite Frame
0303-0305 - Weapon Frame
0306-030B - Object Frame
0318-031D - Object Palette
0324 - Simon Y Pos on Screen
0327-0329 - Weapon Y
032A-032F - Object Y
0336 - Simon Jumping Work ?
0339-033B - Weapon Work 1?
033C - Object Work ?
0348 - Simon X Pos on Screen
034B-034D - Weapon X
034E-0353 - Object X
0360 - Object Work?
036C - Simon Y Delta
036F-0371 - Weapon Y Delta (Signed)
0372-0377 - Object Y Delta (Signed)
037E - Object Work ?
0381-0383 - Weapon Work 2?
0384 - Object Work?
0393-0395 - Weapon X Delta (Signed)
0396-039B - Object X Delta (Signed)
03B7-03B9 - Weapon Index (See List)
03BA-03BF - Object Index (See List)
03D8 - Simon Action
\t00 - Idle
\t01 - Walking
\t02 - Jumping
\t03 - Crouching
\t04 - Attacking
03DB-03DD - Weapon Flags
0402-0407 - Object Frame
040E - Movement flag? (00 - when moving, 01 - When jumping or crouching, 11 - When idle)
0420 - Simon Sprite Mirroring
0423-0425 - Weapon Sprite Mirroring
0426-042B - Object Sprite Mirroring
0434 - Whip
\t00 - Leather Whip
\t01 - Thorn Whip
\t02 - Chain Whip
\t03 - Morning Star
\t04 - Flame Whip
0445 - Whip State
\t00 - Idle
\t01 - Back
\t02 - Middle
\t03 - Forward
0446 - Jumping Flag
0447-0449 - Weapon Flags
044A - Object Work?
0457 - Delay between next whip.
045C - Object Work?
046E - Object Work?
04C2 - Set at 1 when up is pressed, set to 0 when down is pressed.
04C5-04C7 - Weapon State
04C8-04CD - Object Hit Points / OR - Index2 (See Table)
04DA - Object Work?
04F8 - Invincibility Timeout

Weapon Index
Code:
01 - Dagger
02 - Silver Dagger
03 - Golden Knife
04 - Holy Water
05 - Diamond
06 - Sacred Fire
07 -
08 -
09 - Garlic

Object Index
Code:
00 - None
01 - Town Bat
02 -
03 - Skeleton / Skeleton Warrior
04 - Fishman
05 - Spearman
06 - Gator Men
07 -
08 - Floating Eye
09 - Bat (Flying)
0A - Medusa
0B -
0C - Bouncing Skeleton Bone Fire
0D - Bouncing Skeleton
0E - Spider
0F - Winged Devil
10 - Floating Skull
11 - Bat (Swooping)
12 -
13 -
14 -
15 -
16 -
17 - Town Zombie
18 - Marsh Spitter
19 -
1A - Spider Silk
1B -
1C -
1D - Burning Man
1E - Old Man In Cemetery
1F - Slime
20 - Flying Spike
21 - Horizontally moving platform (Tall)
22 - Horizontally moving platform (Wide) / Vertically Moving Platform (Wide)
23 -
24 - Sign
25 - Crystal Orb / Bag
26 -
27 - Clue Book
28 -
29 - Red Woman
2A - Man
2B -
2C - Old Woman
2D - Priest
2E - Cloaked Man (Town)
2F - Cloaked Man (Outside)
30 - Enemy Fireball
31 -
32 - Seeking Fireball
33 - Spider Web
34 - Vertically moving platform (Narrow)
35 - Old Man
36 - Enemy Explosion
37 - Heart / Half Heart / Big Heart
38 - Cemetery Hand
39 -
3A - Mummy
3B - Harpy
3C - Ferryman
3D - Ferryboat
3E -
3F - Giant Plant
40 - Leech
41 -
42 - Camilla
43 - Marsh?
44 - Grim Reaper
45 - Camilla Tear
46 - Reaper Scythe
47 - Dracula
48 - Dracula Scythe
49 -
4A -
4B - Organ Bag
4C - Dracula Summoning Fire
4D - Dracula Explosion Fire


Object Index 2
Code:
18 - Orb (Rib)
19 - Orb (Heart)
1A - Orb (Eyeball)
1B - Orb (Nail)
1C - Orb (Ring)
77 - Golden Knife
42 - Cloaked man selling Chain Whip


......

And CV2_Notes


~Z
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