Tuesday, March 31, 2020

Oops, all Brakas

Folks, I've been busy. You see, it turns out that there are tools that will do an OK job of decompiling a ROM automatically. Armed with Ghidra and basic programming knowledge, I've found out enough about this game's code to be dangerous.

For example, I can now edit the ROM to change what objects are spawned in each level. This has a few significant advantages over my previous approach, which was to change the values in RAM that determine which sprite an object use. For one, you can spawn the actual object, as opposed to having a fully functional palm tree that uses the object's sprites. Additionally, the object is more likely to use its correct color palette if you spawn it in this way.

And yes, you can spawn the Brakas. Aaaand it uses a color scheme that's closer to its depiction in the Nintendo Power Advance walkthrough than in the prerelease screenshot:

Whoops.
 


This patch is for the North American release of the game, which you can find at the BioMediaProject site. You can apply it using any UPS patching tool. Let me know if you make it past the tutorial – one of the jumps is trickier than before! (Hint: try talking to the Matoran Brakases.)

Also, looking closer at the Brakas sprites, I don't think it uses a Slizer torso, as most fan builds do. Here's my proposed build for it:


While the Mata foot torso is odd, it has precedent. This game's version of the Maha (Mahi?) definitely uses one:


Edit a/o July 27: I've fallen out of love with the mata foot torso, but still contend that the Brakas doesn't use a Slizer body.

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