
One thing, in level 10 when it starts where do I have to go? because there is a closed gate, a trigger tile that doesn't make anything, and no place to leave.
It took over 400 offset changes to assign different chomper speeds to different levels and rooms within a level. Modifying chomper/guillotine/crusher speeds cannot be done with the SNES level editor. It takes advanced hex editing to do this.robert wrote:I past level 9, those chompers were really anoying. How did you make them faster?
Level 10 introduces something that has never been seen before in a PoP mod: A stuck (frozen) button...robert wrote:One thing, in level 10 when it starts where do I have to go? because there is a closed gate, a trigger tile that doesn't make anything, and no place to leave.
I used a hex editor and modified some offsets in the music area. To do this:cosmictruffle wrote: Just curious, how did you disable the battle music? I know how to disable the level music via the snes level editor, but not the battle music...
Ah, thanks! I wanted to know because I recreated the demo level for playability, but the battle music kinda stuck out.Kaslghnoon wrote: I used a hex editor and modified some offsets in the music area. To do this:
1) Remove the ROM header. Refer to viewtopic.php?f=63&t=3069 for help.
2) Change the values of these two offsets:
x1136B to $32
x1136E to $01
Correct. The frozen button needs to be pounded 5 times to loosen. You need to have at least 6 health points to complete level 10.robert wrote:Well what do you mean with "loosen", do you mean falling on the tile repeatedly?
I don't know much about roomshaker. I've only used Apoplexy and Princed.robert wrote:The stuck button you have put, is like the stuck button you find in roomshaker? I had never used it, but are they the same?
Remove the ROM's header, then make all these offset changes to have the game ending upon level 14's completion:starwindz wrote:'The Quiet Levels' mod has total 14 levels? After 14th level completed, the game ending appeared?
How can I do for this by using hex editing?
Thank you so much for your kind and detailed answer!Kaslghnoon wrote:Remove the ROM's header, then make all these offset changes to have the game ending upon level 14's completion:starwindz wrote:'The Quiet Levels' mod has total 14 levels? After 14th level completed, the game ending appeared?
How can I do for this by using hex editing?
xFA1A to $0E (Completion time not displayed)
xEE3F to $0D (Level number not announced)
xE9C2 to $0D (Freeze timer)
x8306 to $0D (exit level by entering a room)
x830D to $?? (This room is linked to the right of the princess room, default value is $04)
Creating new rule for princess rescue:
xEF7A to $0E
xF865 to $4C
xF866 to $E9
xF867 to $FF
xFFE9 to $AD
xFFEA to $79
xFFEB to $05
xFFEC to $C9
xFFED to $0D
xFFEE to $F0
xFFEF to $08
xFFF0 to $AD
xFFF1 to $79
xFFF2 to $05
xFFF3 to $4C
xFFF4 to $68
xFFF5 to $F8
xFFF6 to $D0
xFFF7 to $08
xFFF8 to $A9
xFFF9 to $FF
xFFFA to $8D
xFFFB to $B5
xFFFC to $04
xFFFD to $4C
xFFFE to $F0
xFFFF to $FF
The Quiet Levels is headered. For absolutely no reason I put the header back on after the hex editing was done.starwindz wrote:The rom file of your Quiet Level Mod does not have the rom header? The file size of your rom file is 1,049,088. What is going on?
Not at this time since we don't have enough information to do this on either DOS nor SNES. The SNES already has a total of 27 levels, it's all a matter of breaking the barrier that separates the training and demo levels from the regular 1-20. It will require some serious hex editing which I don't think I can do right now. I will keep this in mind to work on whenever time allows.robert wrote:is there any way of hacking the PoP 1 pc or snes version to have more than the limit of levels (more than 14 or 20)?
robert wrote:is there any way of hacking the PoP 1 pc or snes version to have more than the limit of levels (more than 14 or 20)?
It's ok, there's no need to do this, was just a doubt I had.Kashglnoon wrote:Not at this time since we don't have enough information to do this on either DOS nor SNES. The SNES already has a total of 27 levels, it's all a matter of breaking the barrier that separates the training and demo levels from the regular 1-20. It will require some serious hex editing which I don't think I can do right now. I will keep this in mind to work on whenever time allows.
robert wrote:robert wrote:is there any way of hacking the PoP 1 pc or snes version to have more than the limit of levels (more than 14 or 20)?It's ok, there's no need to do this, was just a doubt I had. But if you want to investigate about this you can do it, it could be nice to make a levelset with more than the original limit of levels.Kashglnoon wrote:Not at this time since we don't have enough information to do this on either DOS nor SNES. The SNES already has a total of 27 levels, it's all a matter of breaking the barrier that separates the training and demo levels from the regular 1-20. It will require some serious hex editing which I don't think I can do right now. I will keep this in mind to work on whenever time allows.
Thanks for the answer.