Hi i want to ask about some snes level editor tricks, by example what happen if you alter the guard some way to simulate skeletons behavior.
What is refractor time?
And that "?"
Hitpoints 255, for invincibility...
Snes level editor tricks...
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Snes level editor tricks...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Snes level editor tricks...
"Refractory timer" is the amount of time the guard waits after you hit him. It's measured in 1/12 of a second.
Yes, the name is hard to understand; I copied it from Mechner's PoP1 documentation (page 20-21).
Something like "time to wait after guard is hit" would be better.
The "?" doesn't seem to do anything.
I included it in the guard settings dialog only because in the ROM it is between "Refractory timer" and "hit points".
Yes, the name is hard to understand; I copied it from Mechner's PoP1 documentation (page 20-21).
Something like "time to wait after guard is hit" would be better.
The "?" doesn't seem to do anything.
I included it in the guard settings dialog only because in the ROM it is between "Refractory timer" and "hit points".
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Snes level editor tricks...
Ok, and you know how to make guard act like skeletons, fall and then raise again, also for not showing hitpoints...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Snes level editor tricks...
You need to edit the ROM in a hex-editor.
(If you don't know how to do that, here is some help: viewtopic.php?f=76&t=3382 -- it's for the DOS version, but SNES is not much different. Of course you need to use the numbers you see in my post!)
Note that after this, all guards will act like skeletons!
Did you mean this or only some guards?
Change 02 to 04.
This by itself makes them behave like "regular" skeletons.
Search: ad 2b 06 c9 02 d0 0f
Change D0 0F to EA EA.
(If you don't know how to do that, here is some help: viewtopic.php?f=76&t=3382 -- it's for the DOS version, but SNES is not much different. Of course you need to use the numbers you see in my post!)
Note that after this, all guards will act like skeletons!
Did you mean this or only some guards?
Search: a9 02 8d 64 04 60salvadorc17 wrote:how to make guard act like skeletons,
Change 02 to 04.
This by itself makes them behave like "regular" skeletons.
That is, to behave like brown skeletons:salvadorc17 wrote:fall and then raise again
Search: ad 2b 06 c9 02 d0 0f
Change D0 0F to EA EA.
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Snes level editor tricks...
That worked very well, how do you understand that hex references, if i want to try something, also what other things can you make with hex editing the rom...
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame
Re: Snes level editor tricks...
Here is a long list of things you can change with hex editing: viewtopic.php?f=122&t=3099salvadorc17 wrote:what other things can you make with hex editing the rom...
I'm not sure what do you mean. Do you want to know how did I find this hack?salvadorc17 wrote:how do you understand that hex references, if i want to try something
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- Calif
- Posts: 553
- Joined: August 27th, 2011, 2:04 am
Re: Snes level editor tricks...
Good documentation topic you give me thanks, what im asked is if you have an offset or values table to know by example what is the correct line to modify the guards behavior..
Check my Prince in C# https://github.com/salvadorc17/Prince-Monogame