Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Escherial
Pages: 1 2 3 4 5
User Post
Escherial

Shyguy
Level: 17

Posts: 1/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-15-04 10:21 PM, in The Memory Locations thread has returned... Kind Of.... Link
I've begun to collect the data from those pages in a little PHP script I wrote this morning:
SMW Memory Map.

It's not terribly pretty yet, but it does store addresses and their associated meanings and can be user-updated.

I know there's not box to enter your name for credit I'll add one if anyone feels the need. Also, I'm not sure how many special fields I need to determine the type of address stored -- if anyone has any ideas on this, I'd be happy to hear them.

All of the addresses save one on the site at the moment were culled from BMF's first post to the old memory locations thread.
Escherial

Shyguy
Level: 17

Posts: 2/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-15-04 10:49 PM, in The Memory Locations thread has returned... Kind Of.... Link
Argh, wait, what did you enter? I'll remove those and see if I can patch this bug...I was getting the same thing earlier, but I thought I'd fixed it.
Escherial

Shyguy
Level: 17

Posts: 3/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-16-04 04:26 AM, in The Memory Locations thread has returned... Kind Of.... Link
There, that's fixed; sorry about that, I entered them kind of quickly, more to test than anything else...

Anyhow, if anyone has any ideas for extra fields, etc., or finds bugs, please notify me; this is still very much a work in progress, so there definitely will be a large share of problems (at first, at least).
Escherial

Shyguy
Level: 17

Posts: 4/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-16-04 11:50 PM, in The Memory Locations thread has returned... Kind Of.... Link
Ah, now I see why you were getting 007E's as your address...see, the first textbox is for the starting address; the second one is for the ending address. I should probably put some documentation up to that effect.

Also, I'll be putting this project on hold until mid-Wednesday, as I'm currently in the middle of finals. When I get back to it, I'll add a light user account system as well as the ability to comment on any already posted memory address. I'll also add some more fields (indexed, subroutine, MMIO, etc.), information altering, and an optional link per address that'll display a page of extra information for that address (maybe including images there). So yeah, I'll give word when I start that in the meantime, thanks for the suggestions, everyone -- it'll be good when I get a chance to work on it proper, I promise.
Escherial

Shyguy
Level: 17

Posts: 5/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-18-04 08:46 PM, in Useful resources for SMW hackers Link
You might want to put a note next to the "SMW Memory Map" link explaining that it's still under construction.

Also, there's that tool I wrote a while back for converting RGB colors to SNES colors:
http://somnolence.ath.cx/memmap/colconv.php4
Escherial

Shyguy
Level: 17

Posts: 6/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-19-04 08:41 AM, in Useful resources for SMW hackers Link
Lunar Magic can do that for you -- just open up the level palette editor and use the color picker to choose your RGB value. Cursor over the new color and it should say the SNES color value in the information blurb on the right.
Escherial

Shyguy
Level: 17

Posts: 7/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-23-04 10:30 PM, in Super Mario World - A Link to the Past - Demo #1 [Download Screenshot] Link
Hmm, a quick playtest revealed an issue with the bob-omb's feet being visible below the bushes -- also, are you really intended to run and jump off that ledge in the beginning? There's a little bump right as it levels out at the end that makes you slow down; very frustrating, heh. You can see a sharp change from dirt to background on your left after coming out of the yellow pipe in the first level.

As far as design goes, the levels seem a little sparse, but the palette, gfx, and overworld editing are certainly top notch .

EDIT: The message box in Island Secret 1 reads "vulcanic", should be "volcanic". On that note (*grammar nazi*), "Watch out or you'll get roasted" is a separate sentence and should be separated from the previous one by a period, not a comma.


(edited by Escherial on 03-23-04 01:39 PM)
Escherial

Shyguy
Level: 17

Posts: 8/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-24-04 09:34 PM, in Super Mario World - A Link to the Past - Demo #1 [Download Screenshot] Link
@blackhole89: I didn't mean to give any offense, but I'm not writing a hack in German, am I? Also, nice job on Lunar Fortress the lighting effects really paid off as well as the Yoshi's Island gfx -- now all you have to do is add a bit to the other levels and you'll have a solid hack .


(edited by Escherial on 03-24-04 12:35 PM)
(edited by Escherial on 03-24-04 12:35 PM)
(edited by Escherial on 03-24-04 12:35 PM)
(edited by Escherial on 03-24-04 12:35 PM)
Escherial

Shyguy
Level: 17

Posts: 9/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-26-04 10:27 PM, in Implementing HDMA effects via palette hacks (code included) [ASM] Link
Thanks again, BMF, for making such a generous donation to the hacking community. It's not every day that people are willing to "surrender" their prized hacking secrets, especially in tutorial form.

Hmm, you could prospectively turn the effect off by modifying the palette entry you're using to redirect execution (if I've correctly understood how your palette ASM hack works). Actually, you could probably even do that from the patched ASM itself; just check if you're dead and replace that palette entry with whatever your code recognizes as null so the HDMA hack doesn't activate anymore *shrug*.

Of course, I very well may have no idea what I'm talking about.


(edited by Escherial on 03-26-04 01:28 PM)
Escherial

Shyguy
Level: 17

Posts: 10/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 03-27-04 01:34 AM, in The Memory Locations thread has returned... Kind Of.... Link
I'll keep it, yeah I'm going to get the site up and running by Sunday at the soonest and probably Wednesday at the latest, so stay tuned...I'll try to transfer all those addresses from the ramlist program's output as well.
Escherial

Shyguy
Level: 17

Posts: 11/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 04-07-04 10:02 PM, in OV movement in level? (ASM) Link
I was researching this quite a while back -- of course, the thread's gone, but someone might remember the addresses. If I can find them in my notes, I'll edit this post.
Escherial

Shyguy
Level: 17

Posts: 12/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 04-08-04 07:44 AM, in OV movement in level? (ASM) Link
Hey, Hyper, did you ever figure out whether or not those OW position addresses are actually correct? They were kind of guesses on my part and I recall you saying something about them being misaligned.

As far as moving between submaps, there's some concern about changing the palette or something, but I think it's ok as long as you change the submap before you exit a level.

Anyhow, I'd really like to see this used, as I never had a chance to try it out myself on a decent scale -- send me a demo if you get anything going, Smallhacker .


(edited by Escherial on 04-07-04 10:44 PM)
Escherial

Shyguy
Level: 17

Posts: 13/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 04-17-04 10:07 PM, in JAMH: Chugging right along [Screenshots] Link
Mmm, chocolate-drenched wasteland. That was my first impression, at least . I humbly suggest a bit more shading and some texture in those platforms as well as a few slippery slopes, to capitalize on the oil idea.

By the way, the first demo was great; the top parts of those lollipops certainly surprised me, heh.
Escherial

Shyguy
Level: 17

Posts: 14/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 04-22-04 01:48 AM, in How can I make Bowser's Cannon Ball touch the ground in a normal level? Link
The ball does absolutely no collision detection, as far as I know -- i.e. no matter what sort of block you place in front of it, it's always going to fall and roll in precisely the same way. Technically, it's not even "falling" or "rolling" as we'd understand other things to move in the game world; its path is completely pre-programmed and not subject to change.

The Mega-Mole's not a bad idea, though


(edited by Escherial on 04-21-04 04:48 PM)
Escherial

Shyguy
Level: 17

Posts: 15/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 04-25-04 03:53 AM, in Overworld Level & Direction ASM Hack? Link
Yeah, it's totally possible to have more than two exits -- just change the "overworld event trigger" address to whatever you like using custom block ASM.
Escherial

Shyguy
Level: 17

Posts: 16/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 05-07-04 11:37 PM, in Follow-up to 'need help with sprite editing' Link
I recall Kenny3900 creating some custom block code that made all onscreen Bob-ombs explode, but I don't have his code on hand. If you can contact him about it, he might have some ideas on the subject.
Escherial

Shyguy
Level: 17

Posts: 17/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 05-13-04 07:15 PM, in New Title Screen Link
For people following the hack, I think it's good that the title screen changes to reflect the most current updates. Since the final version is going to be different, I really don't see the problem.

It looks very good, too .
Escherial

Shyguy
Level: 17

Posts: 18/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 05-24-04 03:11 AM, in Run up the wall, PLEASE!! Link
If I recall correctly, there's a tile that must be directly under the purple triangle tile for it to function. Perhaps it's not there or is being obscured?

Once I get home, I'll see if I can dredge up more details on this.
Escherial

Shyguy
Level: 17

Posts: 19/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-02-04 08:04 AM, in Custom Block idea: Gravity Blocks Link
Originally posted by Kyouji "Kagami" Craw
there are theories related to superstring theory out there that state that our universe may be someone's dream, or even a computer program run by someone else... So maybe...
Heh, really? I'd like to hear these superstring-related theories of yours. You certainly must have a strange brand of superstring theory...

As far as hacking the gravity goes, I think it'd be more trouble than it's worth. I mean, you're going to have to either a) find the code where gravity's applied and hack it there or b) manually simulate gravity using palette ASM.

Seems that most people are thinking of option A, but I think B is more likely, if only because we have some idea of the flow of control there. I think we know the address for Mario's velocity, so it should be trivial to apply a little upward push every frame or so...


(edited by Escherial on 06-01-04 11:04 PM)
(edited by Escherial on 06-01-04 11:04 PM)
(edited by Escherial on 06-01-04 11:05 PM)
Escherial

Shyguy
Level: 17

Posts: 20/90
EXP: 20866
For next: 3877

Since: 03-15-04
From: Pasadena, CA

Since last post: 202 days
Last activity: 38 days
Posted on 06-02-04 10:14 PM, in What file(s) of Block Inserter's do I edit to Program my own Custom Blocks? Link
It's not just a matter of editing files; you actually need to write some assembly to be inserted into the ROM.

Essentially, the block inserter takes in files that contain blocks of assembly and inserts them into the ROM as well as modifies the ROM to look to the newly inserted code when the block is activated in-game. So, to make new blocks, you're going to have to write some code, compile it to a file, and create a profile for the new block in Block Inserter so that it knows where to find this new chunk of assembly (your file) to stick into the ROM.

From there, you use it as usual.
Pages: 1 2 3 4 5
Acmlm's Board - I2 Archive - - Posts by Escherial


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.031 seconds.