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Acmlm's Board - I2 Archive - - Posts by FloBo |
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FloBo Koopa Level: 17 Posts: 81/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Heyhey^^ It works!! Many thanks to you, Ice Man Dankeschön!!! Well, then how do you know about this? Did you use your holidays to learn ASM? |
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FloBo Koopa Level: 17 Posts: 82/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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It's always just a few bytes to be filled, so it won't make the whole thing too slow... also i needed it just for a tiny self-written little tool that does all that filling automatically... calculating the next jump-to position would be a too much effort for the little advantage you may get. Anyway, thanks for your help, Gideon @ice man: what document are you talking about? jay's asm-tutorial?! |
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FloBo Koopa Level: 17 Posts: 83/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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thnx, bio^^ | |||
FloBo Koopa Level: 17 Posts: 84/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I agree on this, Setzer. NeoFami really looks neat! This silver-style looks much better than this new thing!!! | |||
FloBo Koopa Level: 17 Posts: 85/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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additionally, you may consider using barts pe-builder or any knoppix-linux to save your data when windows refuses to work... with barts pe, you even have native windows-ntfs support with complete read/write access and support for usb-mounting etc. so there's no REAL reason to use dos anymore, unless your computer is veeeeeeery old^^ |
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FloBo Koopa Level: 17 Posts: 86/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Erm... knoppix supports read-only NTFS. write-mode is still quite buggy. Only barts windows pe can write ntfs properly... but you may just convert your partitions to fat32. this works very well under linux^^ | |||
FloBo Koopa Level: 17 Posts: 87/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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For SNES-controllers @ PC, go here. I built such an adapter for myself and it works perfectly! | |||
FloBo Koopa Level: 17 Posts: 88/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Please note that I did not make them. Please read more carefully... Anyway, what's the name of the tool, you're talking about and where can we grab it? |
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FloBo Koopa Level: 17 Posts: 89/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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thnx... shame on me bout the title... |
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FloBo Koopa Level: 17 Posts: 90/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Batch-files are most useful if you're translating a rom. I usually create a bat-file that backs up my old rom, starts my script-inserter, backs up the modified rom and finally starts the modified rom in the emulator... saves veeeery many clicks^^ |
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FloBo Koopa Level: 17 Posts: 91/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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exactly. here it is: AI: AI pointer table: 0x201cb, 2 byte pointers, bank C6(hirom), 24 pointers format: XX YY SS, XX = X position on map, Y = position on map, S = speed note: these are more or less checkpoints wich lead the cpu drivers around the track. terminated with FF. didn't check this so far, though |
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FloBo Koopa Level: 17 Posts: 92/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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As already posted in the other MarioKart-thread recently, d4s documented the way, the AI is coded. Here's a link to where I host it temporarily: http://flobo2000.fl.funpic.de/temp/structure_by_d4s.txt Because external linking isn't allwoed at this host, you'll have to copy-paste it, to access the file. (edited by FloBo on 09-27-05 09:22 AM) |
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FloBo Koopa Level: 17 Posts: 93/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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why don't you just give him a link to your mario kart-document? It's the easiest way to find what you're looking for within the rom... offsets of nearly everything *exaggerating* can be found easily there^^ | |||
FloBo Koopa Level: 17 Posts: 94/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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hi impala! nice to see some progress on this one. the sprites really look quite professional. anyway: what about the track-themes? will they remain as-is or will they get a fresh new look in the final as well? |
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FloBo Koopa Level: 17 Posts: 95/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Umm.... well, for people who like WYSIWYG-editors, both Delphi and VB may be a nice choice.... If you just want to write some efficient and "just-do-this-one-task"-tools, you should use C or C++... And still if you want to write something larger like a development environment or stuff, you should just say goodbye to old crappy Pascal and get used to Java... It's not as slow as it used to be some years ago and it is portable!!! Plus you can do nearly anything with this baby^^ @Kyoufu Kawa: Yes, apparently.... my f***ing prof used to peeve us with using this dead language for every stupid purpose.... totally unnecessary! *brrr* Pascal... |
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FloBo Koopa Level: 17 Posts: 96/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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What about special Frames? I remember Donkey Kong (which was probably one of the only games that really was coded for the Super Gameboy) had a custom Frame added around the actual game-screen on TV... the Super Gameboy itself had other Frames available as well for switching... is there any Gameboy Emu that does this, either? | |||
FloBo Koopa Level: 17 Posts: 97/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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Perhaps this site helps you a bit: http://snesdev.romhack.de/ There are various different tutorials on this site showing how to build your own Secret of Mana 2-cart / Starfox 2 / etc... Really neat!!! |
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FloBo Koopa Level: 17 Posts: 98/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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@Schwa: Feels good to help, doesn't it?^^ Anyway, for basic stuff like hacking uncompressed Texts within a rom, Translhextion may be a good idea (It's also my Hexeditor of choice, btw), but once you dealt with textcompression (which is not unlikely), you may want some alternative. Many of my romhacking friends use SNESedit which supports tables for compressed text. But if you ask me, better code some dumper and inserter for your Dialogs that handles text-compression for you. It saves a lot of time and you don't have to alter the rom directly thus damaging it in any way. Especially when trying to make a whole text-conversion of an RPG which is a lot of work, it becomes handy having dumper/inserter instead of a hexeditor. But now, go ahead and follow Schwa's advice and try this. If you succeed, there's no text-compression used in the desired game. Else, you might want to come back to get an introduction into text-compression as well^^ |
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FloBo Koopa Level: 17 Posts: 99/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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wtf...?! | |||
FloBo Koopa Level: 17 Posts: 100/101 EXP: 20723 For next: 4020 Since: 09-11-04 Since last post: 3 days Last activity: 13 hours |
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I haven't looked into Chrono Trigger yet, but just try to search for words like "sword" or something that appears regularly, 'cause what you may have found could be the game's internal name. This name doesn't have to be encoded with the same Thingy table like the dialogs are... Concerning Alien3: This game seems to use neither text-compression nor any special character-encoding. It uses usual ASCII-code that is default by every ordinary hex-editor. The convert table command.... well, I never used it cause I usually create my tables by hand. But let's see: alright.... open your translhexion-exe. open the rom you with to hack within the editor. then open Search->Scan Relative. Type in the word your're searching. Then press the button Save Results. This will save the thingy table into a file "YourFileName.tbl"... well at least hopefully it will.... never tested it. Having done this, open it via Script->Open Thingy Table... . Having done this, you'll just have to activate the table in the little window now opening. You should be able to read all texts, if there's no compression used. That's about it. Any problems?! |
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Acmlm's Board - I2 Archive - - Posts by FloBo |