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Addams Family (Genesis/Mega Drive) Color Hack

Started by Fray, February 09, 2023, 02:46:42 PM

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Fray

Hi everyone, I'm working on a color hack for the Addams Family game for the Sega Genesis. It all started when I realized that the stairs scenario was bad compared to the Snes version. So little by little, always using the Snes version as a base, I started to change the colors of the game. Other than that, I've noticed that there are some problems with the portraits and with some backgrounds (see images).
And this is where I need your help to complete my hack. I need a good graphic editor tool for genesis, because I usually use Tile molester and I've seen that it doesn't show all the tiles. Surely there will be a way to do this, so please help me.




Issues and possible improvements (mockup):

Fray

#1
Thanks to the help of Pyron, LightRayn and tacoschip this project continues. Here is a small update of the project:
  • Enhanced some palettes to achieve more colourful graphics (where possible);
  • We managed to unpack the compressed graphics to be able to edit it, as shown in the photo;
  • Now I just have to edit the tiles, find some more assets and recompress everything.
  • And also with the help and attention of tacoschip I fixed a pixel flickering in Gomez's sprite when he's in the waiting position.
And that's all for now.


Algunar

Looks like a very promising color hack, much more closer to the SNES version indeed!  :thumbsup:

Fray

Quote from: Algunar on March 20, 2023, 02:48:12 PMLooks like a very promising color hack, much more closer to the SNES version indeed!  :thumbsup:

Thanks, that was exactly my intention ;)

Fray

A little update on the project. Thanks to an error in copying the images from gimp to tilemolester I realized that I could use the colors in a different way, and here is the result. These are in-game images, but unfortunately it is still not usable because by inserting the new tiles, the graphics crash in other points of the game. But I think we will be able to do it. Comments, suggestions? You are free to do them.


tacoschip

Quote from: Fray on April 13, 2023, 03:18:57 PMThese are in-game images, but unfortunately it is still not usable because by inserting the new tiles, the graphics crash in other points of the game.

I'm assuming this requires rom expansion, as most likely your improvements will take more space. IIRC, you just add the new data to the rom.

.orga 0x100000

chain_room: .incbin "data_0ae202.rnc" :: .aligna 2
room_b0bbe: .incbin "data_0b0bbe.rnc" :: .aligna 2
portrait_gallery: .incbin "data_0b2d1a.rnc" ::.aligna 2
room_b61da: .incbin "data_0b61da.rnc" :: .aligna 2
mausoleum: .incbin "data_0b7e66.rnc" :: .aligna 2
furnace: .incbin "data_0bafe0.rnc" :: .aligna 2

warnorga 0x200000

..

At the bottom add this line
.aligna 0x200000

New color choices are more fleshy and dramatic.

Fray

#6
Hi Tacoschip, I need your help. I still can't get the rom to work. That is, when I run the program to double the rom, the rom doubles but the changes do not appear in the game and also mess up other tiles.
Since I'd rather not double the size of the rom, unless absolutely necessary, another thing we tried is not to double the rom, and to deactivate the pointer table function at address: .orga 0x87a5e, and in this case... other problems. Bearing in mind that I only used 4 files to do some tests, namely: mausoleum, gallery one, gallery two (nonna) and pugsley, then trying to disable all rooms except mausoleum and pugsley, the rom seems ok (i.e. I still haven't found if there may be a point where it gets stuck). Instead if I use mausoleum, pugsley and gallery one, the rom seems ok, but then there's The Games Room, which doesn't work. If I use mausoleum, pugsley and gallery two instead, it's the room The Upper Tomb (inside the mausoleum) that doesn't work. What could be wrong?
One more thing, when I edited the chain sprite in the chain room, despite everything, the edit worked, but then I tried to edit the dollar sprite, also just coloring a pixel black to try, and nothing, the rom crashes. Can there be some anti-piracy blocker? I am posting the code I am using, for more understanding.
If you think it might help, can I send you the files I created so you can better understand what I'm saying?
Thank you.

.gb // <-what is this instruction for? it seems that in the official manual it is not there?
.open "Addams Family, The (USA, Europe).bin","nuovo.bin", 0




.macro warnorga, offset
.if offset < orga()
.error (orga() - offset) + " overflow  [" + tohex(orga()) + " >> " + tohex(offset) + " -- " + tohex(orga()) + "]"
.endif
.endmacro

//.warning "okay" // <-instruction inserted and working


.macro ptr32, addr
.db (addr >> 24) & 0xff //.db scrive byte
.db (addr >> 16) & 0xff
.db (addr >>  8) & 0xff
.db (addr >>  0) & 0xff
.endmacro





.relativeinclude on




.orga 0xdc6aa
catena: .incbin "data_0dc6aa.rnc"
.aligna 2

.orga 0xe26c4
pugsley: .incbin "data_0e26c4.rnc" ; Pugsley portrait
.aligna 2 //<-inserted this instruction because it is also further on
//warnorga 0xe2cc6






//.orga 0xae202

//chain_room: .incbin "data_0ae202.rnc"
//.aligna 2
//warnorga 0xb0bbe

//room_b0bbe: .incbin "data_0b0bbe.rnc"
//.aligna 2
//warnorga 0xb2d1a

//.orga 0xb2d1a
//portrait_gallery: .incbin "data_0b2d1a.rnc"
//.aligna 2
//warnorga 0xb61da

//room_b61da: .incbin "data_0b61da.rnc"
//.aligna 2
//warnorga 0xb7e66

.orga 0xb7e66
mausoleum: .incbin "data_0b7e66.rnc"
.aligna 2
//warnorga 0xbafe0

//.orga 0xbafe0
//furnace: .incbin "data_0bafe0.rnc" ; + fire dragon //<-removed because it overflows. maybe the tile file was edited incorrectly
//.aligna 2
//warnorga 0xbc8ee

//.orga 0xbc8ee
//nonna: .incbin "data_0bc8ee.rnc" ; + nonna //<-removed because it overflows. maybe the tile file was edited incorrectly
//.aligna 2

//.orga 0xccf62
//monete: .incbin "data_0ccf62.rnc"
//.aligna 2







//.orga 0x87a5e
// ptr32 monete
// ptr32 pugsley
// ptr32 chain_room
// ptr32 room_b0bbe
// ptr32 portrait_gallery
// ptr32 room_b61da
// ptr32 mausoleum
// ptr32 furnace
// ptr32 nonna
// ptr32 catena

//.orga 0xffff0
//.db 0xff :: .db 0xfe



.relativeinclude off
.close


tacoschip

Quote from: Fray on April 22, 2023, 01:19:53 PMI still can't get the rom to work.

Incredibly annoying problem. I restarted from a clean build.


##############


Quote.open "Addams Family, The (USA, Europe).bin","nuovo.bin", 0

This feature does not always work - looks in wrong path sometimes. If I find out why, I'll report it upstream. Use a traditional copy before running armips

copy "Addams Family, The (USA, Europe).0.md" "Addams Family, The (USA, Europe).md"

rnc32 p data_0e26c4.bin data_0e26c4.rnc -m=2 > log_0e26c4.txt

packer data_0ae202.unp
packer data_0b0bbe.unp
packer data_0b2d1a.unp
packer data_0b61da.unp
packer data_0b7e66.unp
packer data_0bafe0.unp
packer data_0bc8ee.unp

rnc32 p data_0ae202.rep data_0ae202.rnc -m=2 > log_0ae202.txt
rnc32 p data_0b0bbe.rep data_0b0bbe.rnc -m=2 > log_0b0bbe.txt
rnc32 p data_0b2d1a.rep data_0b2d1a.rnc -m=2 > log_0b2d1a.txt
rnc32 p data_0b61da.rep data_0b61da.rnc -m=2 > log_0b61da.txt
rnc32 p data_0b7e66.rep data_0b7e66.rnc -m=2 > log_0b7e66.txt
rnc32 p data_0bafe0.rep data_0bafe0.rnc -m=2 > log_0bafe0.txt
rnc32 p data_0bc8ee.rep data_0bc8ee.rnc -m=2 > log_0bc8ee.txt

armips "insert.txt"
pause


###########


To use expanded rom space, we have to find all the old ptrs. If we don't remap the ptrs, we will overwrite / corrupt all sorts of random bytes.

.gba
.open "Addams Family, The (USA, Europe).md", 0


.macro warnorga, offset
.if offset < orga()
.error (orga() - offset) + " overflow  [" + tohex(orga()) + " >> " + tohex(offset) + " -- " + tohex(orga()) + "]"
.endif
.endmacro


.macro ptr32, addr
.db (addr >> 24) & 0xff //.db scrive byte
.db (addr >> 16) & 0xff
.db (addr >>  8) & 0xff
.db (addr >>  0) & 0xff
.endmacro


.relativeinclude on


.org 0x1fffff :: .db 0x00


.orga 0x100000
; catena: .incbin "data_0dc6aa.rnc" :: .aligna 2
; monete: .incbin "data_0ccf62.rnc" :: .aligna 2


pugsley: .incbin "data_0e26c4.rnc" :: .aligna 2


chain_room: .incbin "data_0ae202.rnc" :: .aligna 2
room_b0bbe: .incbin "data_0b0bbe.rnc" :: .aligna 2
portrait_gallery: .incbin "data_0b2d1a.rnc" :: .aligna 2
room_b61da: .incbin "data_0b61da.rnc" :: .aligna 2
mausoleum: .incbin "data_0b7e66.rnc" :: .aligna 2
furnace: .incbin "data_0bafe0.rnc" :: .aligna 2
nonna: .incbin "data_0bc8ee.rnc" :: .aligna 2



.orga 0x87a5e
ptr32 chain_room
ptr32 room_b0bbe
ptr32 portrait_gallery
ptr32 room_b61da
ptr32 mausoleum
ptr32 furnace
ptr32 nonna


.orga 0x84042 :: ptr32 pugsley
; .orga 0x7bf16 :: ptr32 catena


; .orga 0x7bd50 :: ptr32 monete
; .orga 0x7be02 :: ptr32 monete
; .orga 0x81f50 :: ptr32 monete



.relativeinclude off
.close

Now if this doesn't work, I might resign and let someone else dissect the problem. But I have yet to look into monete problem.

tacoschip

monete works if
- Remove first 0x188 bytes yourself
- Edit this new file in Tile Molester
- Re-add the 0x188 bytes back
- rnc32 p data_0ccf62-1.bin data_0ccf62.rnc -m=2 > log_0ccf62.txt

tacoschip

Here's a rewrite

chain_room: .incbin "data_0ae202.rnc" :: .aligna 2
portrait_gallery: .incbin "data_0b2d1a.rnc" :: .aligna 2
mausoleum: .incbin "data_0b7e66.rnc" :: .aligna 2
furnace: .incbin "data_0bafe0.rnc" :: .aligna 2
nonna: .incbin "data_0bc8ee.rnc" :: .aligna 2


.orga 0x87a5e :: ptr32 chain_room
.orga 0x87a66 :: ptr32 portrait_gallery
.orga 0x87a6e :: ptr32 mausoleum
.orga 0x87a72 :: ptr32 furnace
.orga 0x87a76 :: ptr32 nonna


For every new gfx, find the old ptr and add an orga.

Fray

Quote from: tacoschip on April 23, 2023, 10:22:47 AMHere's a rewrite

chain_room: .incbin "data_0ae202.rnc" :: .aligna 2
portrait_gallery: .incbin "data_0b2d1a.rnc" :: .aligna 2
mausoleum: .incbin "data_0b7e66.rnc" :: .aligna 2
furnace: .incbin "data_0bafe0.rnc" :: .aligna 2
nonna: .incbin "data_0bc8ee.rnc" :: .aligna 2


.orga 0x87a5e :: ptr32 chain_room
.orga 0x87a66 :: ptr32 portrait_gallery
.orga 0x87a6e :: ptr32 mausoleum
.orga 0x87a72 :: ptr32 furnace
.orga 0x87a76 :: ptr32 nonna


For every new gfx, find the old ptr and add an orga.


It worked!!! :crazy:  :crazy:  ;D  Thank you, thank you Tacoschip for your invaluable help and sorry if I may have abused your patience, it wasn't my intention :-\ . I assure you that before asking you I did a lot of tests (as far as I could), but I kept getting poor results. The program worked fine before the rewrite, but with this rewrite, fewer files are needed.
There is another thing I would like to ask you, would it be possible for you to understand why there are 3 levels (the armory, the weaponry, lower gallery ) where there is no music and some sound effects are missing. Would you like to take a look? Obviously when you have time and if you feel like doing it.
To celebrate I'd like to share the discovery of a file I found that isn't used in the final game. The Addams Family logo which is the same as the other versions of the game, only that for the genesis they opted for a big red sprite.


tacoschip

Quote from: Fray on April 23, 2023, 12:28:23 PMThank you, thank you Tacoschip for your invaluable help and sorry if I may have abused your patience, it wasn't my intention :-.

I'm not bothered by your asking. I know you're genuinely trying to make it work; I was getting extremely worried that I'm doing something wrong and won't ever provide a working solution for you. :o


Quote from: Fray on April 23, 2023, 12:28:23 PMThere is another thing I would like to ask you, would it be possible for you to understand why there are 3 levels (the armory, the weaponry, lower gallery ) where there is no music and some sound effects are missing.

I'll give it a look-sie but Megadrive is an area I'm less familiar with. I need to level up someday. :police:

tacoschip

Quote from: Fray on April 23, 2023, 12:28:23 PMThere is another thing I would like to ask you, would it be possible for you to understand why there are 3 levels (the armory, the weaponry, lower gallery ) where there is no music and some sound effects are missing.

Asm
0C:BE8C  41 FA  LEA     $FFA0(PC),A0             A0=00FFC758 A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000101 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnZvc
0C:BE90  30 39  MOVE.w  ($00FF819C),D0           A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000101 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnZvc
0C:BE96  E3 48  LSL.W   #1,D0                    A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000006 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnzvc


0C:BE98  30 30  MOVE.w  $00(A0,D0),D0            A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=0000000C D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnzvc
0C:BE9C  0C 79  CMPI.W  #$0004,($00FF819C)       A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000018 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnzvc
0C:BEA4  66 00  BNE     #$0022 [0C:BEC8]         A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000018 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnzvc

Summary:
At ROM $cbe2e is our music table
000d Hall of Stairs
0024
0024
0018
0024
0024 The Kitchen
0018 Portrait Gallery - Dark Room - Hall of Clocks - Clock Drop - Fly, Fly, Fly
0018 The Games Room
0018
0018
0000 The Armoury - The Weaponry - Lower Gallery
0024
0024
0024 The Library - The Reading Room - The Big Books - The Train Room - The Witch - Fester's Prize
0024
0000
0000
0000
0000
0000
0000

Maybe an oversight, or they were planning a different tune. There might be hidden songs, like 000c, but I'm very unaware of this game / port OST. This will take a lot of experimentation on your end, of which you're an expert on this game.


Quote from: Fray on April 23, 2023, 12:28:23 PMTo celebrate I'd like to share the discovery of a file I found that isn't used in the final game. The Addams Family logo which is the same as the other versions of the game, only that for the genesis they opted for a big red sprite.
Very nice find!


If one needs a health super cheat
07:EB90  53 79  SUBQ.W  #1,($00FFA5D6)           A0=00FFC80C A1=00FFCAB0 A2=00FFC336 A3=0007AB58 A4=00FFDBCA A5=00FFC9FC A6=00A00F90 A7=00FFF202 D0=000000EB D1=00000020 D2=0000000D D3=00000080 D4=000000A0 D5=0000000E D6=00000021 D7=0000FFFF Xnzvc

At ROM $7eb90, write 3 nops.
4E 71 4E 71 4E 71

Fray

Quote from: tacoschip on April 24, 2023, 09:58:09 PMAsm
0C:BE8C  41 FA  LEA     $FFA0(PC),A0             A0=00FFC758 A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000101 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnZvc
0C:BE90  30 39  MOVE.w  ($00FF819C),D0           A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000101 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnZvc
0C:BE96  E3 48  LSL.W   #1,D0                    A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000006 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnzvc


0C:BE98  30 30  MOVE.w  $00(A0,D0),D0            A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=0000000C D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnzvc
0C:BE9C  0C 79  CMPI.W  #$0004,($00FF819C)       A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000018 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnzvc
0C:BEA4  66 00  BNE     #$0022 [0C:BEC8]         A0=000CBE2E A1=00FFA0B2 A2=00FFE9D2 A3=0007AB58 A4=00FFDBCA A5=00FF818C A6=00A00F90 A7=00FFF252 D0=00000018 D1=0000000F D2=00000000 D3=FFFFE4AB D4=FFFFFFFF D5=FFFFFFFF D6=0000FFFF D7=0000FFFF xnzvc

Summary:
At ROM $cbe2e is our music table
000d    Hall of Stairs
0024
0024
0018
0024
0024    The Kitchen
0018    Portrait Gallery - Dark Room - Hall of Clocks - Clock Drop - Fly, Fly, Fly
0018    The Games Room
0018
0018
0000    The Armoury - The Weaponry - Lower Gallery
0024
0024
0024    The Library - The Reading Room - The Big Books - The Train Room - The Witch - Fester's Prize
0024
0000
0000
0000
0000
0000
0000

Maybe an oversight, or they were planning a different tune. There might be hidden songs, like 000c, but I'm very unaware of this game / port OST. This will take a lot of experimentation on your end, of which you're an expert on this game.

Very nice find!


If one needs a health super cheat
07:EB90  53 79  SUBQ.W  #1,($00FFA5D6)           A0=00FFC80C A1=00FFCAB0 A2=00FFC336 A3=0007AB58 A4=00FFDBCA A5=00FFC9FC A6=00A00F90 A7=00FFF202 D0=000000EB D1=00000020 D2=0000000D D3=00000080 D4=000000A0 D5=0000000E D6=00000021 D7=0000FFFF Xnzvc

At ROM $7eb90, write 3 nops.
4E 71 4E 71 4E 71

Hi Tacoschip, can you explain how to place a specific song in a specific room? I downloaded the exodus emulator, which allows me to debug the game, to be able to insert the piano song in the music room, but I don't have the faintest idea how to do it. As for the songs, the song you say is the one from the game over\continue screen. I found a short jingle at the hexadecimal number 00a0 that I've never heard, and in any case I don't know where and how to insert it. However I think that searching for other songs is useless because the "extra" songs I've found are always the same but with a different (and less captivating) intro, and furthermore they are repeated several times, and advancing in the hexadecimal numbers I find the same songs but starting from a different point (plus loads of sound effects). In any case, if there were other songs like in the other versions, I think they would have included them...

tacoschip

If you're willing to put up with a debugger, which I can't teach you Exodus, then

Place a breakpoint on 07:fd1a.
07:FD1A  10 11  MOVE.b  (A1),D0                  A0=00FFC66E A1=00FF81AB A2=00FFC336 A3=0007A70C A4=00000000 A5=00FFC9FC A6=00A00F90 A7=00FFF24A D0=00000006 D1=0000001F D2=0000000A D3=00000008 D4=0000FFFF D5=00000019 D6=00000002 D7=0000000C xnzvc
07:FD1C  02 40  ANDI.W  #$00F0,D0                A0=00FFC66E A1=00FF81AB A2=00FFC336 A3=0007A70C A4=00000000 A5=00FFC9FC A6=00A00F90 A7=00FFF24A D0=00000066 D1=0000001F D2=0000000A D3=00000008 D4=0000FFFF D5=00000019 D6=00000002 D7=0000000C xnzvc
07:FD20  E8 48  LSR.W   #4,D0                    A0=00FFC66E A1=00FF81AB A2=00FFC336 A3=0007A70C A4=00000000 A5=00FFC9FC A6=00A00F90 A7=00FFF24A D0=00000060 D1=0000001F D2=0000000A D3=00000008 D4=0000FFFF D5=00000019 D6=00000002 D7=0000000C xnzvc
07:FD22  33 C0  MOVE.w  D0,($00FF819C)           A0=00FFC66E A1=00FF81AB A2=00FFC336 A3=0007A70C A4=00000000 A5=00FFC9FC A6=00A00F90 A7=00FFF24A D0=00000006 D1=0000001F D2=0000000A D3=00000008 D4=0000FFFF D5=00000019 D6=00000002 D7=0000000C xnzvc

This is for the Music Room. Byte is $66. Left 4-bit is 06. Remember our music table earlier?
000d Hall of Stairs
0024 Addams Residence
0024 The Old Tree
0018
0024 Chain Room
0024 Kitchen
0018 Music Room / Portrait Gallery - Dark Room - Hall of Clocks - Clock Drop - Fly, Fly, Fly
0018 Games Room
0018
0018
0000 Armoury - Weaponry - Lower Gallery
0024
0024
0024 Library - Reading Room - Big Books - Train Room - Witch - Fester's Prize
0024
0000
0000
0000
0000
0000
0000


Inspect the RAM around FF81AB
[08:77CC] W08 = 10 [FF81A8]
[08:77CC] W08 = 20 [FF81A9]
[08:77CC] W08 = 30 [FF81AA]
[08:77CC] W08 = 66 [FF81AB] ***
[08:77CC] W08 = 50 [FF81AC]
[08:77CC] W08 = 60 [FF81AD]
[08:77CC] W08 = 70 [FF81AE]
[08:77CC] W08 = 08 [FF81AF]
[08:77CC] W08 = 0C [FF81B0]
[08:77CC] W08 = 03 [FF81B1]
[08:77CC] W08 = 15 [FF81B2]
[08:77CC] W08 = 0C [FF81B3]
[08:77CC] W08 = 15 [FF81B4]
[08:77CC] W08 = 03 [FF81B5]
[08:77CC] W08 = 0C [FF81B6]
[08:77CC] W08 = 03 [FF81B7]
[08:77CC] W08 = 0F [FF81B8]
[08:77CC] W08 = 14 [FF81B9]
[08:77CC] W08 = 14 [FF81BA]
[08:77CC] W08 = 19 [FF81BB]
[08:77CC] W08 = 0A [FF81BC]


Now try finding it in the rom. This will be a lot of trial-and-error, depending on what the RAM looks like.



It's RNC packed. So go up and find the magic signature.
--


Edit "data_088122.bin", repack, add to build script. Or directly edit that 1 byte in ROM if you're brave.

Fray

Hello everyone, small update to show that the project is still ongoing. The latest changes have been made to the sprites of the money, the hat, the "golden thing for vulnerability", the 1up. There's still one song left to put in the music room and that should be it. If I can, I would also like to insert the screen of the Addams Family logo like the one from the Snes. And that's all for now.

Fray

Hey Tacoschip,

It's been a while since I reached out, but lately I couldn't use my PC. I'd like to know, just for your information, if you're okay with taking a look and figuring out how to add piano music to The Music Room. My brother couldn't manage it, and the only result he got was making the same music play as in the Hall of Stairs. Another thing I'm asking is if you think it's doable to load the title screen just like the SNES one without going crazy, I mean, making it automatically load the entire screen from the file: data_01aea8.unp. All of this, of course, if you have the time and the willingness to do it. I really don't want to make you do something you don't want or can't do. Thanks in advance.