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Kokoma canonball level hacking

Guest_Megaman Z_* 06 Aug 2007

[NOTICE: THIS PROCEDURE REQUIRES YOU TO USE A MEMORY HACKING PROGRAM (I.E. "CHEAT ENGINE"). IF ANOTHER USABLE METHOD IS FOUND, THEN USE THAT ONE.]

now that I got that out of the way, here's how you get Kokoma Canonball to work with your edited levels:


A) file syntax: open the file (map\mapx-x.dat) in Notepad++ (or similar). the symbols are as follows:
[.] = empty

[#] = solid block (never drops)

[A] through [E] = destructable blocks (will drop)


when editing, remember a few things:

1) you start at line 42 (give or take one)
2) the 50% start point is at line 962 (give or take one).
3) the "bottom" of the level is at the right-hand side, the "top" is at the left.
4) all adjacent identical characters are treated like one block.

from there, experiment.


cool.gif getting the checksum
run Kokoma Canonball and use Trial mode to select the stage. it will quit. open Debug.log and look at "Sum=XXXXX". XXXXX is your number.

C) overriding the game's checksum reference
load up your memory hacker and link it to the process (kokoma.exe unless you renamed it). the address for level one's checksum is 00411F9F, and all the other values are offset by hex 07 (so level 3-1's offset is (7-1)*7=2A, resulting in 00411FD0). replace the value with the checksum from Debug.log (you don't need to lock/freeze it). if it works (and you didn't screw up when experimenting), you'll be able to play your edited level.


the only thing that we need before we can really have competitions with edited levels is a hacked *.exe that doesn't do the checksums in the first place.
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