Primary Zelda Hacking
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Author Topic: Tool request: Warioland 3 level and overworld editor  (Read 1284 times)
SquallTheGamer
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« on: July 02, 2010, 09:16:41 AM »

Really, I would do it myself, but I have NO idea how to make tools. Warioland 3 is in my top 3 favorite gameboy games and I'd love to hack it. Smiley
I also wouldn't mind a editor for what are in the chest's. Smiley
If I'm asking too much, sorry. Sad
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Lin
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« Reply #1 on: July 02, 2010, 09:42:01 AM »

It wouldn't be much of a problem if I've played it before, but when I have free time I'll see what I can do... It'd be a long time though lol.
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SquallTheGamer
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« Reply #2 on: July 02, 2010, 09:48:23 AM »

It wouldn't be much of a problem if I've played it before, but when I have free time I'll see what I can do... It'd be a long time though lol.

Cool, thanks. I'm really looking forward to it. Smiley
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Fatories
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« Reply #3 on: July 02, 2010, 02:52:08 PM »

I actually agree, this would be very cool to have. I love wario land 3 XD
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« Reply #4 on: July 07, 2010, 02:14:34 AM »

So I took a look at the games. A lot of the data is uncompressed, like tileset graphics and formation data, but I never came across level data. The only compression it uses is a form of RLE that's really basic, and I found is used for sprite graphics. There's also two types of objects; one is the background/main tiles and the others seem to be persistent. By that I mean those blocks, and the tiles for it. There are two banks for graphics and special ones are in bank 1.

The game programmers seem like they made the game in ASM instead of using a higher-leveled language and a compiler. Honestly, it's poorly done and they didn't manage space that well (Like used banks at the very start for a lot of data). Though, it's nice because I learned a lot when debugging it. They did do some pretty weird stuff like store common procedures at FFXX instead of using RST addresses (Which a lot were empty).

Probably the big reason I couldn't find level data is because I never actually played the game before, so I don't know how level sizes work. The sprites and NPCs though, those work a little weird, like one byte acts as a sprite set in the memory but includes the AI for the enemies too... Oh well.
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