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Author Topic: Question about moving characters into different games  (Read 2 times)
haogden
Guest
« on: April 23, 2008, 10:40:45 pm »

Hi,

I'm new here and I have a question.  I want to know how to move various characters from certain video games into other video games.  I want to do this with lots of different games, but the one that first comes to mind is putting Mario from Super Mario Bros. into Castlevania.  I know a few very basic principles of rom hacking; I have changed text in NES games using Hexpose and I have done some slight graphical modifications using Tile Layer Pro (I made Mario invisible).  How can I do this?  If there is a process I need to learn, what is it and where do I need to start?

Also, is it possible to make the tiles in Tile Layer Pro the same colors that they would be in-game?  I can't tell what anything is when I open up Castlevania in it.

Thanks in advance.
Ryusui
Guest
« Reply #1 on: April 23, 2008, 11:06:49 pm »

Palette hacking is slightly more involved than anything you've done before. Odds are you'll need an emulator with debugging functions, or at the very least a palette viewer (and the ability to view the associated hex); you might be able to search out the palette data in the ROM and change it to match Mario's color scheme. As for putting Mario in Castlevania, the can of worms you're going to open ranges from "100-calorie pack" to "family size" depending on what exactly you mean by that statement.

100-Calorie Pack of Worms: Copying Mario's sprite over Simon Belmont, putting a whip in his hand and calling it done. Changing the palette is the only hard part, unless you want to change the collision detection as well (since IIRC Simon's sprite is a good deal larger than Mario's), and since Mario doesn't have any whipping animation (or stair-climbing, for that matter) you'll have to draw your own.

Family Size Can of Worms: Not only putting Mario in Castlevania, but making him play like Mario, i.e. killing enemies by jumping on them, leaping tall buildings in a single bound, finding Fire Flowers in candlesticks, etc. This would be a hacking nightmare and it would generally be easier to simply hack Castlevania graphics back into an SMB ROM if this is the effect you want (though it still wouldn't exactly be hacking-free, and the enemy and boss AI would be limited to what's already in the games unless you're a programming virtuoso).
haogden
Guest
« Reply #2 on: April 23, 2008, 11:19:53 pm »

Ok, well thank you very much.  What I originally had in mind was the family size can of worms.  I'm going to learn about palette hacking and mess around with that for a while, and maybe I'll do something like this one day when I get good enough.

EDIT:  I might actually try the 100-calorie pack first, but I just CAN'T FIND SIMON in Tile Layer Pro.  Any ideas?
Ryusui
Guest
« Reply #3 on: April 23, 2008, 11:23:48 pm »

First off, you shouldn't be using Tile Layer Pro. Use Tile Molestor instead. It's cranky and has its quibbles, but it's the much better graphics app.

Second off, try scrolling to the end of the ROM. NES games usually have their graphics all bundled up at the end.
haogden
Guest
« Reply #4 on: April 24, 2008, 12:34:36 am »

Alright.  Thanks again.
Disch
Guest
« Reply #5 on: April 24, 2008, 01:37:47 pm »

Quote from: Ryusui on April 23, 2008, 11:23:48 pm
Second off, try scrolling to the end of the ROM. NES games usually have their graphics all bundled up at the end.

Unless they don't use CHR-ROM

Simon in CV1 (PRG0) starts at offset 0x05038.  You may have had trouble finding it because of the +8.
haogden
Guest
« Reply #6 on: April 25, 2008, 01:54:45 pm »

Quote from: Disch on April 24, 2008, 01:37:47 pm
Quote from: Ryusui on April 23, 2008, 11:23:48 pm
Second off, try scrolling to the end of the ROM. NES games usually have their graphics all bundled up at the end.

Unless they don't use CHR-ROM

Simon in CV1 (PRG0) starts at offset 0x05038.  You may have had trouble finding it because of the +8.

Thanks
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