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Help for a Bomberman II restoration hack
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<blockquote data-quote="Bahamut ZERO" data-source="post: 96" data-attributes="member: 161"><p>If you open up fceux's name table viewer while the game's running you can see the layout of the background, the Tile ID's and I believe the ppu address it's being written to. I believe this is called tile attribute data, though I could be wrong on the terminology (I've been reading a lot of technical stuff lately and it's kinda all flowing together in my head at the moment)</p><p></p><p>If the game's background data is uncompressed (usually the case for games with few backgrounds, like Dr Mario or maybe Donkey Kong) you can just plug some of the Tile IDs together in the hex editor's "Find" option and track down the spot in rom pretty quickly.</p><p></p><p>If it's compressed (likely the case as I imagine Bomberman has a lot of backgrounds) you'll need to do some debugging. </p><p></p><p>I still suck at that, but if you look at the japanese version's opening cutscene with the name table viewer going you should be able to move your cursor over the cross graphics, which will show the ppu addresses that they're being written to.</p><p></p><p>From there you should be able to set a write breakpoint (I think that's the one?) to those addresses and start working your way to where the game's writing the data from. Then it should be as simple as opening the us rom, going to the addresses you find from the other version, and plugging in the values from the japanese version.</p><p></p><p>Hope this is helpful in some way!</p></blockquote><p></p>
[QUOTE="Bahamut ZERO, post: 96, member: 161"] If you open up fceux's name table viewer while the game's running you can see the layout of the background, the Tile ID's and I believe the ppu address it's being written to. I believe this is called tile attribute data, though I could be wrong on the terminology (I've been reading a lot of technical stuff lately and it's kinda all flowing together in my head at the moment) If the game's background data is uncompressed (usually the case for games with few backgrounds, like Dr Mario or maybe Donkey Kong) you can just plug some of the Tile IDs together in the hex editor's "Find" option and track down the spot in rom pretty quickly. If it's compressed (likely the case as I imagine Bomberman has a lot of backgrounds) you'll need to do some debugging. I still suck at that, but if you look at the japanese version's opening cutscene with the name table viewer going you should be able to move your cursor over the cross graphics, which will show the ppu addresses that they're being written to. From there you should be able to set a write breakpoint (I think that's the one?) to those addresses and start working your way to where the game's writing the data from. Then it should be as simple as opening the us rom, going to the addresses you find from the other version, and plugging in the values from the japanese version. Hope this is helpful in some way! [/QUOTE]
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Help for a Bomberman II restoration hack
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