Okay. My problem was that I had no idea how the wiki worked, but I spent some time yesterday messing around with it and I think I understand it a lot more. Your template is very helpful, will be using it.
While I was testing the level I set the number of enemies to 0, but this seems to gotten rid of all the enemy data. I tried setting the number to 17 (there are 23 enemies) but this doesn't seem to do anything besides crashing the level.
All the data from the enemies is placed in one big table increasing the number of enemies in one level will cause it to read stuff from a different level.
Maybe you are not using that the data behind this level then you can simple add an enemy. If not then you have to replace it to an empty spot in the ROM and change the enemy pointer in the level header
Let me clarify even further. I modified Towers of Blood and changed the number of enemies from 34 to 1, and then 0. That part worked fine. After making the rest of the level and testing it, I wanted to increase that number to 23 (still less than the original number), but when I checked the hex editor all the data for the enemies that were there had vanished and I couldn't change the number of enemies without the level crashing. The enemy data (FF FF 80 00 40 1C 00) is at the end.
Can I just add hexes to the end and increase the number of enemies?
OK, again, very sorry I keep bothering you. I've been having an issue with importing my maps onto the ROM with my setup and I was wondering if you might know anything about this.
The setup is on a Mac computer. I use command line to run Kidtool and Kidedit and PlayOnMac for the hex editor, although the latter part is probably not relevant.
My issue is that I can not import more than 29 maps onto the ROM using Kidtool. Whether I try 30, 32, or 103, command line either freezes or crashes after a few seconds and the maps are not imported. After extensive testing, I determined the issue had nothing to do with the ROM, the maps, or Kidtool, meaning the issue is almost certainly with command line.
While I do have a few options to get around this, I would like to have all 103 levels in one ROM. Do you know of any way I can fix this issue?
First you need to mark the flag for the lava geyser in the level header. Then you need to change the level number according to the image you see here, you can assign 3 different levels but in totally you can have 4 levels. In other words all the other levels that have the flag will load the last pointer which is Elsewhere 28.
Once you have done that you want to change the positions and height etc, at the location of the pointer you have the data first you have a number which indicate the number of geysers, do keep in mind like in the enemy header all the data here for the lava geysers is placed in one table so increasing the number will make it to read in the next section and if so you have to change the pointer
Thanks for trying to help, but after looking over everything again, I still don't understand it at all. I've got no idea what the 30 38 FC 44 at the highlighted location 14C36 means, nor what is going on at the words 14B60/14B74/14BC4. If I somehow managed to figure that out, I still wouldn't know what I'm supposed to change, or how, in order to alter the coordinates/height of the geysers. I feel really stupid for not remotely getting what's going on in that image, but can you please break it down a little further for me?
The "3038" is a command that moves the variable "FC44" which contains the level number and is stored into register "d0".
In the next line it moves the pointer from the table that has all the map numbers stored into "a0".
In the third line it jumps the number of bytes from the variable FC44 to get the map number from that level.
It then starts comparing the map number with 3 different maps, if there eqqual it brance down where is starts loading the lava geysers. If it is non of these it will always load the last pointer.
This are the addresses for those maps numbers:
When you look in the top of the image you have "Pointer_L" there is a table with four pointers, each for one level. This pointer is an address which has the data stored for the lava geysers. In the new image here you have an overview from this data it first has 2 bytes that indicate the number of geysers to load followed behind that you have 2 bytes each for X, Y and Height.
Hi there! I recently started working on my own Kid Chameleon project. I haven't made any serious progress, but I've edited a few levels and played around a bit with palettes and enemies. How would I go about making the ROM available for download? I thought it would be a good way to get some feedback and determine whether it would be worth it to continue working on it.