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11-13-07 11:42 PM
rustedmagick forums - The ROM Hacking Data Repository - Castlevania (NES) |
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solid-tbone
Bag of Stinky Weeds
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Posted on 10-07-02 12:37 PMQuote

~ TEKhacks ~ TEKhacks Board ~ROMHacking School ~ Solid-tbone

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Level data level begins at hex address &H1001A.


*I can't find my book, but when I do I will post more level data info. I have all of it. I forget where I put it, sorry*

-solid-tbone and some data found by Koopa also

©2002 solid-tbone ~ Layout Design by NEONswift

solid-tbone
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Since: 10-07-02
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Posted on 12-18-02 09:42 AMQuote

~ TEKhacks ~ TEKhacks Board ~ROMHacking School ~ Solid-tbone

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Sorry, I didn't know we couldn't edit our threads. Can someone delete my last post.

10010- I put 00(F2) and all the tiles become that gfx
1001A-1035D Start and end of Level 1
1035E-10864? Calling of sprites to tiles for level 1
10010-10019 room order - thx Jigglysaint
10865- start of level 2
$3508-$10008 Graphics begin and end here - looked in TLP, real hard you know.

Minor things
1307-1708-the candles flash/fires in the beginning are gone/none of the hearts or anything from the things hit appear

1D8DD-1D9DD-all the candles are gone when 00 are put in for bytes

1D8FD-1D91D-hit one specific candle and stage ended candles are messed up in the beginning as you enter the castle, it was random bytes at every 4th byte, change it to change all sprites and the candles are just moved.

1C9A1 - change 05 to 50 for 80 hearts

1CDFC - three byte 27|37|07 are simons palette

©2002 solid-tbone ~ Layout Design by NEONswift

BMF54123
Guardian of Blobaria
Not Scoutboy
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Since: 03-17-02
From: Spokane, WA

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Posted on 12-20-02 03:34 AMQuote
Are you sure you can't edit your own posts? Exactly what happens if you try to do it? I'm sure I didn't disable post editing, but I can't check for myself, since admins always have the power to edit any post... :P

Hey! That tickles!


solid-tbone
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Since: 10-07-02
From: Back in Philadelphia

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Posted on 12-20-02 08:58 AMQuote

~ TEKhacks ~ TEKhacks Board ~ROMHacking School ~ Solid-tbone

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It seems I only have the ability to Quote. I never used that on any acmlmboard so I don't know exactly what it does, but I got an idea. I have no option to edit or delete.

©2002 solid-tbone ~ Layout Design by NEONswift

Sliver X
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Posted on 04-09-04 10:18 PMQuote
Castlevania Music Format v0.2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
by Sliver X

###########
# Track 2 #
###########

1C93 - 1D15 (ROM) / 1D13 - 1D85 (NSF)
[Square 1]

1D16 - 1DB3 (ROM) / 1D86 - 1E23 (NSF)
[Square 2]

1DC5 - 1EF7 (ROM) / 1E30 - 1F63 (NSF)
[Triangle & Noise]


Notes
~~~~~
First nibble denotes pitch, second denotes time
First nibble: Range: 0 - B ("C" to "B")
Second nibble: 0 - F (0 is fastest, F is slowest)
CX is a rest.

Octaves
~~~~~~~

E0 - E3 (Highest octave to lowest)

E0 is high pitched, E1 is lower, E2 is very low, E3 is barely audiable,
E4 is so low it's silent. (The silent values seem to be used for "drum solos", i.e. stretches of noise with no triangle
sounds: see Noise Data below for more info)
Remains silent until E8, which is highest again.

Instruments
~~~~~~~~~~~
00 - 7F (Stacatto to continuous)

00 is so clipped you can't even hear it. 01 is severe stacatto,
while 7F sounds like a bowed/wind instrument.
It seems that an instrument change *must* be preceded by a tempo change (See below),
otherwise you'll just make it a note.

Tempo
~~~~~
D1 - DF (Fastest to slowest)

Controls the entire speed of the following notes until a new D* is encountred.
D1 is so fast it's retarded, while DF is really slow. Note that D0 is *EXTREMELY* slow.

Noise Data
~~~~~~~~~~
Range: E9 - EA

Located in Triangle Channel's data area. Must be between notes to work (Byte *must* follow, not precede a note, or it
messes up the timing), though the noise will sound in sync with the note preceding it.

E9 sounds like a snare.
EA sounds like a closed high-hat.

Repeating
~~~~~~~~~

FEFFXXXX

FEFF followed by two bytes is a repeat control. Note that this must come after a note (As opposed to a noise "drum" sound),
otherwise the drums won't repeat. This would mean you can't put a drum effect at the very end of a song.

Figure 1: Triangle/Noise Repeat
*******************************
(FEFF)B59D

Pointers use the SETOFF 8000 system.

Calculating:
~~~~~~~~~~~~

Pointer to Address:

B59D

Now take the pointer and swap the bytes:

9DB5

Now subtract $8000 from the thousands place:

1DB5

Now add $10 to the tens place:

1DC5 (Address)

Address to Pointer:

1DC5

1DB5

9DB5

B59D (Pointer)


Misc.
~~~~~
FF = Beginning of Track?? Changing this does nothing to the following sound. This could mean there's a pointer table
elsewhere in the ROM that tells the game where to go for each channel's data.

FE = Unknown (May be used to determine section repeats)
X
Skiffles
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Posted on 05-01-05 06:44 PMQuote


.yep, thats me
the alt

Bag of Stinky Weeds
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This might be interesting for you all.
By default: tiles $60-$6C in the CHR bank are solid: however you can change that now

0x01F9C9 [originally $60]
This is where it starts to look for solid tiles

0x01F9CB [originally $0C]
This is how many tiles after [wherever you set it to start] will be solid.

Oh. And for the record: Dan found this information [how it was stored and the routine and such] I just picked out the important offsets. All credit goes to dan. we love you.

Setzlayout 0.7 - New: Quotes!
<jasukan> with shit stuck to his ass
<Elric> I think you just described me, Jas...



(edited by Skiffles on 05-01-05 09:47 PM)
Bambi
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Since: 02-10-06

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Posted on 02-10-06 01:55 PMQuote
Sliver, I know you posted like a million years ago, but I found a pointer table that points to the beginning of songs, at about 800 or so. I think I may have the ability to create custom music in Castlevania now that I can define where the songs begin and where they loop. I will try to do something with it as soon as I can.

Also I know some additional data, but I'll be brief about it since I'm busy. Beginning at 18010 is the data for certain things in levels. Starting at 18018 are places where Simon can go up and down the stairs in level 1. At 18048 begins data for the hidden treasures that come up out of the floors in level 1. At 18060 begins data for items hidden in blocks in level 1. Beyond that are other things which I have yet to find out.
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