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Request: Area transition codes for Shadowrun (Sega Genesis)

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  • Request: Area transition codes for Shadowrun (Sega Genesis)

    Hi. I have been wondering for a while if it would be possible to have someone investigate the values responsible for area transitions in Shadowrun for the Sega Genesis. I am not certain how the maps themselves are built. Still, it would be interesting to manipulate entry/exit points between several places (ie., leaving Stoker's Coffin Motel on the first area and moving to Downtown Seattle or the Penumbra district on exit), or even define the starting area for players.

    If someone could look into this, it would be much appreciated.

  • #2
    That is an interesting idea. I may look into that in a little while.
    Last edited by Tony H; 06-04-2022, 02:43:38 PM.
    The Code Hut: http://codehut.gshi.org/

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    • #3
      Thank you!

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      • #4
        Was able to change what shop/building I go into to anything I wanted, so it looks like this can be done fairly easily. Will probably make it into an editor. Will start on it as soon as I'm done with my current project (about a week).

        I may need some advice with some of the locations, etc, since I'm not all that familiar with the game.
        The Code Hut: http://codehut.gshi.org/

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        • #5
          Great!

          Please let me know if I can help in any way. In the meantime, this GameFAQs page has map images too, with names of locations:

          https://gamefaqs.gamespot.com/genesi...shadowrun/faqs
          Last edited by dingobat; 06-05-2022, 05:21:28 AM.

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          • #6
            Can start spending some time on this idea now.

            Here's a quick code to try out to kind of see if this is what you had in mind:

            FFFBF9:0B
            Using this code with Gens emulator on Shadowrun (USA), when you start a new game and automatically enter the Coffin Hotel, or if you enter the Coffin Hotel on your own, you will end up somewhere else.
            The Code Hut: http://codehut.gshi.org/

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            • #7
              Hi Tony!

              Yes, this is exactly it Thank you for taking the time to look into this.

              I've also been making some progress on my side, hacking away at the ROM. So far I have found the tilemap for Redmond Barrens (ie., the code responsible for determining the lower and upper graphics used in the map), along with collision blocks and area transfers. The transfers operate somewhat similar to the collision; they seem to have X and Y coordinates and length, so you could, for instance, transfer Joshua to Ares by touching some other place or surface. However, I've yet to fully understand how these operate, mainly in regards to how specific values affect size, and how the transfers are set up.

              This code, FFFBF9:0B - do you know what offset it's manipulating in the ROM?

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              • #8
                Originally posted by dingobat View Post
                This code, FFFBF9:0B - do you know what offset it's manipulating in the ROM?
                Had some of it figured out when you first made this thread. If I remember correctly, there were other RAM addresses involved, so will have to start over and take better notes. lol.
                The Code Hut: http://codehut.gshi.org/

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                • #9
                  dingobat, how familiar are you with the game? Is Michael's stuff in the Coffin Hotel necessary to progress in the game?
                  The Code Hut: http://codehut.gshi.org/

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                  • #10
                    Got the starting city figured out, as well as the entry doors for everything (where you go). Still working on where you go when you exit.
                    The Code Hut: http://codehut.gshi.org/

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