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Author Topic: New Zealand Story Level Format investigation  (Read 16975 times)

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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #15 on: December 28, 2009, 08:05:11 PM »

ok, i've adjusted my map viewer and calculated the necessary offsets (i suspect the big patches of data between worlds have monster or some other data in them)


every level is working from the .png's at the moment, except level 5-3, which i said looked odd.

I will ignore that for now and wait until i have 'clean' data extracted/converted from the savestates.
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because winuae is made of code and your amiga is made of stuff

BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #16 on: December 28, 2009, 08:17:43 PM »

Excellent Stuff Horace :) cant wait to see it -Maybe when youve got time you could compile a little beta ;D- Can you scroll the Levels? and will you be able to make some kind of interface for editing ok?

Your right about level 5-3 I must have saved in the wrong order ive attached below
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #17 on: December 28, 2009, 08:33:12 PM »

already working on interface at the top of the screen for tile changes.

I will upload a compiled version once it's possible to change the map layout using that.

screen scrolling is on the cursor keys, map switching on +/- keys

thanks for the fixed tiles - just adding that now
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because winuae is made of code and your amiga is made of stuff

Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #18 on: December 29, 2009, 02:27:17 AM »

attached is a very early editor.


use cursors to move the screen (everything is displayed, i havent added the width/height limits yet)
< > move up/down through selected tiles
+ - move up/down through the levels

Left click a tile on the map screen to paste a tile from the buffer
Right click a tile on the map screen to copy a tile to the buffer


Level 1-2 and i suspect some others have a broken palette (not all colours used) so they may not all display the editor screen correctly.


more data please!
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #19 on: December 29, 2009, 03:17:05 AM »

i know you worked out the tile start address in disk.1 for level 1-1 ... do you have end address for that and the start address for 1-2?

been messing with some data blocks around the map data, and so far all i've done is screw up the tiles!
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EmuChicken

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Re: New Zealand Story Level Format investigation
« Reply #20 on: December 29, 2009, 12:54:23 PM »

wow!  Impressive work guys  8)
you gonna make a whole "NZS : The Lost Levels" set in the end or something then? ;-)
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #21 on: December 29, 2009, 01:06:52 PM »

wow!  Impressive work guys  8)
you gonna make a whole "NZS : The Lost Levels" set in the end or something then? ;-)

more likely make the Arcade level set in the amiga version. it will depend on how much can be 'uncovered' though.
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Re: New Zealand Story Level Format investigation
« Reply #22 on: December 30, 2009, 12:21:52 PM »

As far as I can tell the Tiles for Stage1-2 start at !33854 - I will get more exact info on the tiles from Disk.1 evenchaly and make a list but because of the packing its not much fun - Im just scanning for other stuff.
Finding certain things might be easyer makeing changes to memory with ARIII?
 :)
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #23 on: December 30, 2009, 03:15:31 PM »

changing on disk.1 or changing on AR3 is down to personal preference.
I favour disk.1 edits in this instance because i can 'zero' massive blocks of code ... i still cant find that enemy data though!!

i was wondering. are the tiles definately in a "stream" following each other on disk.1 ? i was wondering if the collision info for each might be contained in a byte or word before/after each tile?
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Quote from: KillerGorilla
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BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #24 on: December 30, 2009, 06:09:18 PM »

Not sure try Zeroing from !27464 to !33854
I have moved the three boomerang guys at the end on stage 1_1 in the WinUae save state but couldnt find the same strings in Disk.1
There address were !416992,!417050,!417108 -It might take a little while to figure out ;)
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #25 on: December 30, 2009, 06:24:12 PM »

Not sure try Zeroing from !27464 to !33854
I have moved the three boomerang guys at the end on stage 1_1 in the WinUae save state but couldnt find the same strings in Disk.1
There address were !416992,!417050,!417108 -It might take a little while to figure out ;)


you're already way ahead of me on that then.

It occured to me that zeroing might break the game if it kills a 'termination' byte.

what where the values at those addresses and what did you change them to?

Also, i uploaded the WHDload slave for the NZS Amiga Format Demo to WHDload.de today. Might be worth experimenting with that, then working backwards, as there is a lot less info to investigate
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BooBoo

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Re: New Zealand Story Level Format investigation
« Reply #26 on: December 30, 2009, 07:33:12 PM »

Cool ill check out the Demo -Might hold some clues, I know i tried it last time you uploaded to EAB but think I might have lost it

!416992 String = 03,34,00,40 maybe have a look with the ARIII
34 - changed to 90 = further away
40 to 70 lower down

Realy not sure now because when you die they return to there original postions?
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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #27 on: December 30, 2009, 10:50:14 PM »

Realy not sure now because when you die they return to there original postions?

that makes sense, in that you are changing them "on the fly" with a savestate edit,rather than changing the source data.

sorry for the short reply - been at the pub :)
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Quote from: KillerGorilla
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Re: New Zealand Story Level Format investigation
« Reply #28 on: February 24, 2010, 11:18:35 AM »

Howdy -I finaly got round to looking at this agian cos im still curious
Ok not that exciting just going to post a few things -Im working my way through Ripping the tiles and stuff ;)

Disk.1
Palette =!574,472

Each set of level tiles seems to have its own key to unpacking Tiles
For Example
Lvl 1_1 = 2C 00 02 = 00*2+1 = 00 00 00
Lvl 1_2 = 25 00 02 = 00*2+1 = 00 00 00
Lvl 1_3 = 15 00 02 = 00*2+1 = 00 00 00

There is some data before each set of Level tiles still not 100% sure what this does changing produces some strange results? For example Lvl1_2 Data at !33794 - 33853

Horace do you have a list of exact Addreses for where Map data for each level Starts and Ends to save me looking? If not ill use your editor to check

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Hungry Horace

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Re: New Zealand Story Level Format investigation
« Reply #29 on: February 24, 2010, 05:15:26 PM »


Horace do you have a list of exact Addreses for where Map data for each level Starts and Ends to save me looking? If not ill use your editor to check

i'll get the addresses from the editor code for you.
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