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Hey all, I've been working on a little something for the SNES game Soul Blazer. It's my first attempt at a rom hack in about 15+ years so I'm a tad rusty on some things.

The data crystal entry for the game has been immensely helpful, but there is one section I am trying to make sense of: the game's lair data.

Basically if you're not familiar with the game, most enemies come out of these portals and once you kill them all, you can step on the portal and revive a NPC. The table I linked to above supposedly indicates what enemies come out of the portal, how many come out, and what NPC gets revived from it. But I've spent a few hours playing around with it and have had trouble making heads or tails of it. 

Basically I want to change one entry for one NPC to point to a different NPC. The table states the following:

09: Name of the NPC to revive. (0x154E6 + 2n = Pointer to text.)

I'm assuming "09" is the column 09 on the table, but it doesn't make it clear how the data in that column chooses which pointer at 0x154E6 to go to.

Hopefully that makes sense.  If you want to take a look at all this in the rom yourself, just a heads up that the offsets in the above link are for a rom that has a header added to it.

ROM Hacking Discussion / Quintet compiler/decompiler
« on: January 08, 2018, 05:47:57 pm »
Right now I'm doing a lil' something with a Quintet game and searching around I saw that many years ago there was a thread here that linked to a compiler and decompiler for the LZSS compression used in many of their games:

Robotrek uses Quintet's standard LZSS implementation (also used by both ActRaisers, Soul Blazer and Illusion of Gaia - but not Terranigma, sadly).

Quintet LZSS decompressor
Quintet LZSS compressor

As for the location of compressed graphics, the Robotrek ROM map on Data Crystal may prove useful.

Unfortunately those two links no longer work and googling turns up nothing.  I was hoping someone here might have a copy sitting on their hard drive that they could re-upload.  :beer:

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