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Acmlm's Board - I2 Archive - - Posts by FloBo |
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FloBo Koopa Level: 17 Posts: 21/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Well, actually you don't need 7zip 'cause WinRAR 3.4 can handle that file-format... | |||
FloBo Koopa Level: 17 Posts: 22/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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So, first of all, I have to say: NO! Emulators (or at least the ones for gaming machines) have hardly ever been sold (ok, lets forget bleem, but epsxe is better anyway...). So I don't think any programmer does really expect a secure income by doing such a thing. Another fact is: due to the quick release and the fast improvement of GBA-emulators (coming along with flash-carts etc.) there are a lot of very good GBA-development kits on the net that are available for free now. As Nintendo (Sega, Sony, M$, etc.) didn't release their own dev-tools for their systems that's the only way to really develop homebrew software for such a thing. And I have up to now never seen a gaming-machine that can be programmed that easy like the GBA (wish there had been as goog tools for the SNES back then... *sigh*). So early emulation doesn't have to be BAAAAAAAD in general. FUCK PIRACY! BUT FREE TOOLS 4 ALL |
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FloBo Koopa Level: 17 Posts: 23/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Ok.Got your point and I agree. All those warez kids just downloading the games to pirate them are some kind of crazy idiots (and YES, I actually know there are more of them than developers....). But anyway, just wanted to make clear there was an advantage of early emulation. | |||
FloBo Koopa Level: 17 Posts: 24/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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F***ing shit! This thing is amazing!! For I really really like Starfox, I will toy around with this thing until next week without going to bed at all... who needs sleep if he can create own starfoxlevels?!^^ Just kidding. But hey! Really great work VL!! |
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FloBo Koopa Level: 17 Posts: 25/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Me don't understand either... well anyway: I llllooooooooooooooooooooooooooooove this game. It was just a thousand times cooler than the part on the N64... | |||
FloBo Koopa Level: 17 Posts: 26/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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But there is no REAL ai-hack in his game (afaik). He just edited the tracks in a way, the original line for the computer-drivers still worked. Additionally, the AI hasn't been figured out up to now (also afaik). Perhaps this will change when Ok Impala releases his MK hack. If you want to know, where the tracks of the PAL-version are lying: they're exactly at the same offsets like in the NTSC-version but it seems like track designer somehow screws up the offsets when you try to load them directly from the rom. better choose Track -> Import level from offset and type the according offset of the track, you want to open. The offsets are in the readme of mkedit (or at least most of them...). Anyway: here they are as well^^ ---------------------------------------------- Mushroom Cup 1) Mario Curcuit 1: 68f2ch - 6972ah 2) Donut Plains 1: 7a381h - 7ba24h 3) Ghost Valley 1: 6F7BFh - ? 4) Bowsers Castle 1: 7ba25h - 7c726h 5) Mario Circuit 2: 50e45h - ? ------------------------------------------------ Flower Cup 6) Choco Island 1: 77451h - ? 7) Ghost valley 2: 7EA21h - 6c167h 8) Donut Plains 2: 6aa23h - ? 9) Bowser's Castle 2: 7c727h - 7d7feh 10) Mario Circuit 3: 68200h - 68730h(?) -------------------------------------------------- Star Cup 11) Koopa Beach 1: 6E3AEh - ? 12) Choco Island 2: 6d1c4h - ? 13) Vanilla Lake 1: 3123ch - 3217eh(?) 14) Bowser's Castle 3: 7d7ffh - ? 15) Mario Circuit 4: 6972bh - ? ----------------------------------------------- Special Cup 16) Donut Plains 3: 78c6bh - ? 17) Koopa Beach 2: 3d751h - ? 18) Ghost valley 3: 6A445h - ? 19) Vanilla Lake 2: 6c168h - ? 20) Rainbow Road: 3ECD1h - ? ----------------------------------------------- Battle Mode 21) Track 1: 6F538h - 22) Track 2: 21965h - 21c82h(?) 23) Track 3: 216eeh - 21964h 24) Track 4: 7ef3bh - 7f380h(?) ------------------------------------------------------------ The only problem with track designer is, that the program expands the rom to 16Mbits and changes the pointers to the changed tracks which are inserted at the end of the original code (the advantage is, that when expanding the rom, there's more space for tracks that are larger than the original ones...). This change of pointers works great with the NTSC-version but when trying to use it with the PAL-version, it doesn't work properly (or even NOT AT ALL... ). If you want to change this, you have to figure out, at wich offset the pointer to the according tracks lie in the PAL-version and then edit them to point to the correct position in the newly created space at the end of the rom. |
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FloBo Koopa Level: 17 Posts: 27/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Sorry for posting dumb questions, but I just don't know how to handle this. I want to run my game until a certain breakpoint in the rom (when a particular offset is read). So I open the rom, add the correct breakpoint and click on run. But the Program just executes the next command and prints it out to the text-output. And if I want to go forward in program code, I have to push Step into again and again. If I push the reset button and the the Run-button, my rom is running at full speed but the breakpoint I inserted doesn't make it stop anymore. So can anyone tell me: how do I run my game at normal emulation-speed up to the breakpoint I inserted? Cause I just don't know what I did wrong to make this little thing work... |
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FloBo Koopa Level: 17 Posts: 28/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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@Parasyte: No. That still doesn't work. I also think you got me wrong on this. When I add a breakpoint at x80000 for example, the emulation brakes at EVERY command thats being executed when I press run. Means I'd have to press run a thousand times to finally get to the position where my REAL breakpoint is set. Any idea why this happens?! |
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FloBo Koopa Level: 17 Posts: 29/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I toyed around with the NTSC-version of Super Mario Kart. I used track designer to edit the first track "Mario Cuircuit 1". As the program expands the rom and then writes the track to 80000h, I set a read and exec-breakpoint to this offset. After pressing run for the first time, I got this on the text output: $00/FF70 78 SEI A:0000 X:0000 Y:0000 P:EnvMXdIzc $81/E451 A5 00 LDA $00 [$00:0000] A:0001 X:0032 Y:F637 P:envmxdIzC after pressing run another three times, this was put out: $84/DFEB 65 00 ADC $00 [$00:0000] A:0038 X:1466 Y:0006 P:envmxdIzc $84/DFEB 65 00 ADC $00 [$00:0000] A:0030 X:14B0 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:00A4 X:01A2 Y:0004 P:envmxdIzc when the third line appeared on the screen, I saw the Nintendo-logo on the screen... then pressed run another sixteen times, the text out was appended by: $84/E151 65 00 ADC $00 [$00:0000] A:00A4 X:01A2 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:001A X:02F3 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:01B0 X:0307 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:00BE X:0320 Y:0006 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:01AE X:0334 Y:0006 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:017A X:03D4 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:0160 X:03EA Y:0006 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:01A0 X:0416 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:008C X:0426 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:0460 X:0429 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:0433 X:042F Y:0005 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:045D X:0458 Y:0007 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:04C0 X:046E Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:04A9 X:0474 Y:0005 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:0478 X:0481 Y:0004 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:0408 X:04D8 Y:0005 P:envmxdIzc $84/E151 65 00 ADC $00 [$00:0000] A:05B6 X:04DD Y:0004 P:envmxdIzc (all that seems kind of nonsense to me cause I don't see the point were my breakpoint is reached at all... ) Perhaps I screwed up the tool when having pressed again and again in a very short time, cause the first time I ran this game like that, it stopped at the correct position: namely when Mario Circuit 1 was loaded into the course-select menu. can anyone reproduce this error, or is it just me being too stupid to handle this? (I tried this on several computers and got the same result in each case...) |
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FloBo Koopa Level: 17 Posts: 30/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I don't know why, but I kind of dislike the tool you use. The gui looks somehow homebrew and I've never had any problems with Translhextion in XP.... Anyway this is my point of view. May be that someone else likes Winhex more (like Impala....^^) |
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FloBo Koopa Level: 17 Posts: 31/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Ever thought about hacking the games palettes? You could insert a Luigi with blue pants as well as a pink kirby-mallow-thing... there was some palette editor out there... just one moment... *goin searching* Here you go: http://www.zophar.net/utilities/download/snspal03.zip |
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FloBo Koopa Level: 17 Posts: 32/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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You mean, you'd manipulate the palette, the mario-sprites use so red is replaced by green or do you plan to simply change the tiles to a green color that is already in the original palette? If you just change the Sprites, there won't be any effect on the other tiles/sprites. If you plan to change the palettes, it simply depends on how the programmers implemented it. There are many games out there that do palette-sharing, so changing the palettes can really turn out to be tedious work, cause everything you change has side-effects on other tiles/sprites, who simply use the same palette. maybe in SMRPG, some do as well. I'd simply say: figure out where the according Mario-palette is located, change it the way you want to and test the game. That's the only way (AFAIK) to find out weather there's some palette-sharing on not... And what did you mean by you couldn't figure it out? Weren't you able to find the correct offsets of the palette or what else?! |
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FloBo Koopa Level: 17 Posts: 33/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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OK. This is how I usually handle it. Let's say you wanna change the colors of the arrow being displayed during battle when you choose an enemy to attack. To get the palette of the tiles, I first search for the graphic with a tileeditor (could be it's compressed, but for demonstration purposes, I leave it away...^^). Having found the graphic, I change one of its tiles to something like that, where each of the 16 (or better 15) colors are used at least once. The colors, used within the tileeditor aren't the original ones. But you know that already, don't you?! Next, I save the changes (as a new copy of the rom), open the rom in SNES9x and take a screenshot at the position, where my changed tile is displayed. You can see, now the colors are exactly the ones of the palette... To view the correct RGB-values of each color, I open the graphic in Jascs Paint Shop Pro 8 (wonderful tool^^). Hovering over each color of the changed tile, you get the red, green and bluevalue displayed in 24bit encoding. Here, you see an RGB of 80/40/120 focussed. The advantage of this method is, that (in most cases) the palette entries are saved within the rom in the exact order like the colors I changed my tile into. Starting with the upper-left color and ending with the lower-right one. You can now open your palette-editor and search for the value of your choice. Make sure you choose a rather unusual color to reduce that high amount of matches. Now you see, I found my palette with ease. Even though there were 35 matches for the single color, I searched for, there was just one single case, where the arrangement of the surrounding colors was correct as well. Now you can change each color using the color-adjustment-bars and save your changes.... ahhh and don't forget to change the modified tile back to normal.... Finally start your rom to take a look at the results. Easy goin isn't it? (edited by FloBo on 04-19-05 11:45 PM) (edited by FloBo on 04-19-05 11:48 PM) (edited by FloBo on 04-27-05 07:14 PM) |
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FloBo Koopa Level: 17 Posts: 34/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Hey! Looks like you learned something today! Glad I could help you. If you've got any further questions just PM or mail to webmaster_AT_digisalt.de. Anyway: you wanna change the game to Super Luigi RPG?! Quite a funny idea. And by the way: do change Mallow to Kirby. That'll be great fun to see^^ |
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FloBo Koopa Level: 17 Posts: 35/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I can't remember where I've seen this already recently No! Really astonishing! I'm really looking forward to playin this thing!! *RESPEKT* |
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FloBo Koopa Level: 17 Posts: 36/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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A little question: Are those graphics lying uncompressed in within the rom or did you figure out the compression format yourself.... ...or is there a program for handling compressed GBA-graphics somewhere on the net?!?! *confused* Anyway this really looks good. Must have been a ton of work already^^ Keep it up!! |
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FloBo Koopa Level: 17 Posts: 37/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Just a little question aside, Mr d4s: Hast du die Cartridge von dem Bild damals selbst gebastelt, oder warum sieht die so aus?! Und was f |
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FloBo Koopa Level: 17 Posts: 38/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I usually don't try demos, but yours is really a good one. I especially like the new titlescreen. It looks sooo different! Keep up the good work^^ |
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FloBo Koopa Level: 17 Posts: 39/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Really a great hack. If I didn't know it wasn't a mario-game officially released, I would have run to my nearby VG-store to get this one. ...one question aside: What happened to your Marioland-hack? The download-link seems to be removed... so I couldn't try both the B/W and the color-version... By the way: what do I actually have to load the Rom into, so that it's colored like on the screenshots?! |
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FloBo Koopa Level: 17 Posts: 40/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Alright. Thanks for it. Can you tell me how you made the game colored? Is there any tool floating around on the net I don't know yet?! |
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Acmlm's Board - I2 Archive - - Posts by FloBo |