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Author Topic: New TMNT editor?  (Read 1 times)
snarfblam
Guest
« on: November 27, 2011, 12:32:29 pm »

It looks like there might be at least some interest in a new level editor for TMNT.

I slapped something minimal together. It certainly can't do anything that Cowabunga couldn't (and I haven't bothered to make a save function), but it's a starting point that might turn into something if people are willing to chip in. Right now it just edits the backgrounds for side-scrolling areas of level 1. Poorly.

Here's a list of resources I'm aware of.

Not a whole lot to go on, and it doesn't help us get anywhere beyond what Cowabunga can do. I'm a bit busy right now, getting ready to move, so I can't sink tens of hours into a disassembler right now. I can chip away at the editor and rom documentation here and there. It's really going to come down to whether people are interested and willing to help.

Here is the C# project so far:
http://dl.dropbox.com/u/12027218/TurtleProject%201.zip
http://dl.dropbox.com/u/12027218/TurtleProject%200.2.zip

« Last Edit: December 08, 2011, 07:55:17 pm by snarfblam »
Lindblum
Guest
« Reply #1 on: December 03, 2011, 11:00:40 pm »

SharpDevelop won't compile it for me, but I'm pretty handy with FCEUX debugging.  I should be able to trace enemy properties and write hacks for their AI if you need me to.
e.g. I already played around a little to find 0x17263 holds Bebop's charging speed, and 0x16C4D holds Rocksteady's charging speed.
« Last Edit: December 04, 2011, 01:23:02 am by Lindblum »
snarfblam
Guest
« Reply #2 on: December 08, 2011, 07:53:30 pm »

What was the problem you ran into with SharpDevelop? I don't know what versions of .NET SharpDevelop supports, but the project targeted 3.5. There's nothing we need in there, so I changed the target runtime to 2.0.

Also, I've added info from a number of sources into the DataCrystal RAM map. I haven't gone through cowabunga.ini or other ROM data yet.

If this thing gets off the ground, eventually I would like to get a public working "variables.asm" file that can be used in conjunction with a custom disassembler to create easy-to-read disassembly. Either that, or a set of symbol files to be used with FCEUX.
SpiderWaffle
Guest
« Reply #3 on: December 09, 2011, 09:46:17 pm »

I'd love to see this get off the ground.  I've been trying to contact Frank Maggiore every way I can but no response so far.  I'm not sure what else I can do to help with this as I have very limited coding knowledge and experience.
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