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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Rockman
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Rockman

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Posted on 09-20-04 12:32 AM, in My Smb3 hack [screens] Link
Its hacks like these, with new levels, graphics, and ASM hacks that motivate me even more. ASM hacking kicks ass!

Jaspile, I hope you release a demo soon!
Rockman

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Posted on 09-20-04 08:10 PM, in ASM Tutorial 1 and 2 Re-Release Link
Oh, thank you! Glad it helped in some way. By showing you how to do these types of hacks, it should help you understand more on how ASM works, and that its not as hard as a lot of people claim it to be. I think these tutorials are very big help to anyone who wants to do ASM hacks to their projects.

I'm no ASM hacking expert, because there is still a lot that I don't know, such as adding new mappers, rom expansion, and switching out CHR banks. However, once I learn how to do these things, I will make documents on them as well. These two documents show you how to do these hacks, to start to get you into the whole ASM hacking thing. By reading and understanding these documents, there is a lot you can do to your hacks.

A big help in this for me was DahrkDaiz' SMB3 Notes. If it wasn't for his notes, I wouldn't have been able to do my first good ASM hack. And once I did that, it changed the way I think about ASM hacking, because it really wasn't that hard to begin with.


(edited by Rockman on 09-20-04 11:12 AM)
Rockman

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Posted on 09-24-04 12:30 AM, in ASM Tutorial 1 and 2 Re-Release Link
Sorry for any incovenience. The docs have been back up though.
Rockman

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Posted on 10-17-04 10:44 PM, in M3I Freeform Problem Link
I thought I got a way to get around this, but it came back again.

Ever try making levels from scratch in the freeform mode, or modifying existing levels in freeform mode? When you save the levels, a lot of the objects get moved to the upper-left corner of the screen, and become the same first object. I have no clue why this happens. I don't know how to fix it. There is no explanation about it in the readme either. If you know what causes this and how to fix it, please let me know. Thanks.
Rockman

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Posted on 10-18-04 11:01 PM, in M3I Freeform Problem Link
Thank you. I downloaded Workshop, and its working great.
Rockman

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Posted on 10-30-04 05:24 AM, in Need help with something Link
If you put graphics in a different place in your ROM, how do you call upon them? For example, say you expanded your ROM, so you have more free space available. Now, you put graphics in that new free space. How do you use those graphics in your hack? How do you get them to show up in your pattern table?

Also, are there any helpful documents related to this?
Rockman

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Posted on 10-30-04 05:32 AM, in Need help with something Link
The NES.
Rockman

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Posted on 10-30-04 06:08 AM, in Need help with something Link
The game I'm working with is Super Mario Bros. 3. There's a lot of data on the game, but I don't know if that data will help me or not.

http://board.acmlm.org/thread.php?id=2380&page=0

Other than what you told me, I have no clue what to do.
Rockman

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Posted on 11-19-04 08:29 AM, in Dark Mario Link
The new name of my hack is Dark Mario.

Basically this game will be a dark Mario game. It will feature new levels, graphics, and ASM hacks.

You can't tell in the screens, but there are now 16 frames of animation for coins, ? blocks, bricks, and other things.

Some levels will have rain, some levels will have a boss, and there are a few other things, like a Kuribo Shoe powerup, when you get 100 coins you will receive a slightly longer star, and I'm working on a health meter like in Super Mario Bros. 2.




























(edited by Rockman on 11-20-04 03:56 PM)
Rockman

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Posted on 11-21-04 01:01 AM, in Dark Mario Link
I updated my first post with brand new screens, that are much better looking too. I also included a couple of screenshots of the first dungeon, as I have never really showed a dungeon yet.
Rockman

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Posted on 11-21-04 04:05 AM, in Dark Mario Link
Thanks. I appreciate the comments. Well, picture #7 and #8 show what happens when Mario gets 100 coins.

I know what you mean about the bricks. Those are actually the movable bricks. The ones that you pick up. It should be white and light blue, but its white and black. The reason is, because if I change the black back to the light blue, the status bar will be light blue also. I like the status bar black the way it is.

The lava, I may or may not change. I'm thinking about it. I like the red blocks, but I don't want the lava to be the same color.

As of now, 6 levels are done!! A couple of them I haven't showed screenshots of yet. This is probably all the screenshots I'm going to show until I release the demo. I'm aiming to release the demo next Saturday, during the evening. Trust me, you won't be dissapointed in this hack.
Rockman

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Posted on 11-27-04 01:04 AM, in Dark Mario Link
I had six levels completed, but two of them I scrapped, because they weren't very good. I started redesigning the levels, but I am losing interest in this hack. I lose interest in my projects very easily. Thats probably one of the reasons why I never complete anything. But, I didn't want to dissapoint anyone who may have been looking forward to this, so I'm going to release the demo tomorrow after it has been tested. It will only be 4 levels though. Also, even though there are 16 frames of animation, a lot of the graphics I didn't put in. I had new ? blocks, that were perfect, but wouldn't go in correctly. I'm not very good at graphics. So, after I release this, I'm done with this project. Sorry.

What I hope to achieve though by releasing this, is motivate and inspire other people to work on their hacks.

EDIT - Well, here it is. It isn't as complete as I wanted it to be, but it is playable.

http://www.geocities.com/heavencloud7777/darkmario.zip

To download, right click and select save target as. Thank you for playing, and if you have any comments or suggestions, you can post them here.
Rockman

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Posted on 11-27-04 03:35 AM, in Dark Mario Link
Right, they are yours. I would have made my own, but they would've came out the same way. I saw your pipes in the screens of your hack. They are DD's pipes from SLTRCQ, but they are missing a pixel. A lot of people use the SMB2J ground graphics in their SMB hacks. You could say that DahrkDaiz copied Acmlm with the way Mario moves on the map in Mario Adventure. Does it matter? It is okay to borrow to a point, as long as its not taking the complete set and pasting it in there. Some graphics are universal, and not everyone is a graphics artist. Not trying to start a debate, just making a point. No offense at all.

But I don't care about this hack anymore. I might make a new SMB3 in the future, but it will just be level changes, palette changes, and some small ASM hacks.
Rockman

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Posted on 11-28-04 06:38 AM, in Dark Mario Link
I started fresh today.















I managed to fit my new ? block graphics in. They're actually ! blocks.

Also, DahrkDaiz, you can do a pixel-by-pixel analysis all you want. I assure you that none of these graphics are from your hacks. And I'm not using your coins either Jaspile.

All the new graphics you see here were drawn by me.
Rockman

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Posted on 11-28-04 10:32 AM, in Dark Mario Link
I don't know Googie. I had the day off today, and I just decided to see what I could do. I think I'm done with ROM hacking for good though.

A. Its too much work, requires a lot of time.
B. I'm never able to complete a hack.
C. I have OCD (obsessive compulsive disorder), which means that I have to have things perfect. I don't have it badly, but I have enough that its hard for me to finish personal projects that I start. Not just ROM hacking.

I'm thinking about quitting while I'm ahead. All I wanted since I found the ROM hacking scene 4 years ago, was to make a complete hack so that gamers could enjoy it. But I don't think it will ever happen.


(edited by Rockman on 11-28-04 01:34 AM)
(edited by Rockman on 11-28-04 01:36 AM)
Rockman

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Posted on 12-12-04 10:21 AM, in Spikes In SMB1! You too can have spikes with the greatest of ease... Link
Good job at finding this useful information Googie!
Rockman

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Posted on 12-12-04 10:23 AM, in 2004 Annual Hacker Awards Nominees Link
Even though there isn't a category for this, I feel this person deserves it.

I nominate Dr. Mario for Best Graphics Artist.
Rockman

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Posted on 12-12-04 10:25 AM, in Legend of Zelda: Dark Prophecy Update!!! Link
Kudos to you guys for getting the project this far. Zelda 3 is a very big project to tackle. Good job.
Rockman

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Posted on 12-12-04 08:50 PM, in Universal ASM Hack Link
I have made a patch that will allow anyone to use my 100 Coins/Star ability in their hacks, or just add a little spice to the original game if they want.



The file contains the patch, and a small readme. To download, right click on the link, and select Save Target As...

http://www.geocities.com/heavencloud7777/star.zip
Rockman

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Posted on 12-14-04 01:28 AM, in Universal ASM Hack Link
I'll tell you how I did it.

First, I needed the code for the star.

So, using FCEud, I wrote to the address, $553, which is the Invincibility Timer. When I touched a star, the debugger snapped, because the address was written to.

Scroll up a bit to see the code.

$A808:AD F5 04 LDA $04F5 = #$0A
$A80B:09 0A ORA #$0A
$A80D:8D F5 04 STA $04F5 = #$0A
$A810:A9 E0 LDA #$E0
$A812:8D 53 05 STA $0553 = #$00

------------------------------------------------------

$A808:AD F5 04 LDA $04F5 = #$0A
$A80B:09 0A ORA #$0A
$A80D:8D F5 04 STA $04F5 = #$0A

This controls the music for the star.

$A810:A9 E0 LDA #$E0
$A812:8D 53 05 STA $0553 = #$00

This activates the star.

Then you have to write to $736, which is Player 1's lives counter. (this can be done for player 2 also, but I didn't feel like doing it for Player 2. Looks like Luigi gets fucked over again. )

When you get 100 coins, the debugger will snap. Highlight that code, and find it in the hex editor. FE 36 07 is the code that gives you another life. Jump to free space to put the Star code in, since it won't fit in the space thats there.

That means, overwrite the FE 36 07 with 20 20 B5. 20 is JSR. 20 B5 is reverse for $B520, which is where I found at one time there is a lot of free space in the ROM.

Then NOP the rest of the code out with EA(s). Just the music code for the 1-up.

At $B520, which is 0x35530, I put the code for the star.

Just put in all the hex values for the star code. Then return using RTS. Which is hex 60.

Presto!

Any questions?
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