>>11950586
>To make one like that, you need to do all the work to make the external type, then port your external randomizer to the original system's architecture...
Nah, not that much harder if it's what you're doing to begin with.
An easy way to do it would be to just hijack a level selection in the menu and have that run the randomizer code and then start the game.
>If your randomizer is an external program...
Not really suitable for this project. What I want is a rouge-like play style where you can go for high scores. Not too unlike how Yoshi's Touch & Go works.
>If you reverse engineer the level data structure
Yeah, that's already in the plans...
>this way more complicated and is something you should do after already making an external randomizer.
You might be correct here. Maybe my first steps should be to just create my own new scenarios for the stages already in the game. The only real problem the game currently has is that there are too few expert level scenarios, so it would be good if there were more.
With this I might be able to bring a lot of knowledge about the file formats into any future hacking attempt.
>>11950636
I've been digging around a bit and I've found some interesting stuff. If you look at the bottom part of the image you see that it's clearly formatting strings which are waiting for arguments. The arguments needed *might* come from the middle part of the picture but I haven't messed around enough to know this for certain yet.
If you haven't tried the game already I would certainly recommend that you try. And as implied before, the core game could use more difficult scenarios. EASY and NORMAL for the first stage are just training shifts. After those you get to what the game's about.