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

Goomba
Level: 8

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Since: 03-15-04

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Posted on 03-16-04 01:05 AM, in Astyanax Editor V1.0 Released! Link
Good looking editor there, MD.
Nestea

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Level: 8

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Since: 03-15-04

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Posted on 03-25-04 04:01 PM, in Update: Mario Kart R v1.1 released Link
Removed oil slicks! Yey!

This is probably the best Mario Kart hack of all time. I'm amazed how you can turn Choco Island (or whatever it's called) to Dark Forest. I mean, that's a perfect conversion.
Nestea

Goomba
Level: 8

Posts: 3/20
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Since: 03-15-04

Since last post: 85 days
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Posted on 03-27-04 07:56 AM, in f-zero track hack Link
Originally posted by Edsgravy0
Originally posted by Acmlm
Originally posted by firemaker
p.s im expireinced in cheat finding
Just not in spelling

I remember a few years ago, someone made minor changes to Mute City I (added dirt or changed the last turn a bit, I forgot exactly), all with a hex editor ... of course it always helps to use a real editor where you see the course and all, but when none exists, you're stuck either using a hex editor or trying to make one yourself


That was Nestea, I remember trying to look for it, but I couldnt get it

And some people here know how much I LOVE all F Zero's.

I cannot wait for a Track Editor. (It's been my lifelong dream, really, but as I said on the old board, all the F Zero ROMS I have are fucked up, and that is the only one I could find.


http://www.angelfire.com/games4/tylersplace/fzmcrem.ips

Making a F-Zero track editor was one of my first goals. Then I failed to make one. Maybe I should try again.
Nestea

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Level: 8

Posts: 4/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 03-27-04 08:23 PM, in f-zero track hack Link
Just a word of advice... the beginning of Mute City is in 36AD0, not 36CD0 like Rage Games says.
Nestea

Goomba
Level: 8

Posts: 5/20
EXP: 2185
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Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 03-27-04 11:43 PM, in f-zero track hack Link
http://www.angelfire.com/games4/tylersplace/fztrck1.IPS

Best Time: 1'10"68
Best Lap: 0'13"06

Also, for those that are new to this. F-Zero tracks are split up into big squares, each are 2 bits in length. Mute City is actually horizontal, not vertical, and you can make the tracks loop.

If you want to see the track without Mode 7, use BGMAPPER and view a ZSNES save state.

I'm trying to make an editor, but there's a few problems. I have no idea how load graphics from a SNES ROM. I do know how to load/save hex values in Visual Basic, though.

EDIT: Until an editor is constructed, I've made a visual aid for people who's trying to hex edit tracks.

http://www.psychodrone.com/Tyler/fzpieces.gif

00-3A is done... 4A-FF is in the works.


(edited by Nestea on 03-27-04 05:18 PM)
(edited by Nestea on 03-27-04 05:23 PM)
Nestea

Goomba
Level: 8

Posts: 6/20
EXP: 2185
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Since: 03-15-04

Since last post: 85 days
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Posted on 03-30-04 06:30 PM, in f-zero track hack Link
I'm working on the GIF! Do you want the numbers on there or should I take it out?
Nestea

Goomba
Level: 8

Posts: 7/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
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Posted on 04-03-04 05:13 AM, in f-zero track hack Link
http://www.psychodrone.com/Tyler/fzpieces.gif

The updates GIF is complete! Though, it only goes up to 7B. 7C and over will provide you with the same exact garbage!

After ripping it out of the game, I noticed that the levels are pretty built-in (no leftovers), making it difficult to hack.

And Mute City II and III are the exact same as Mute City I, except with the different pieces in some parts/rows.


(edited by Nestea on 04-02-04 07:14 PM)
Nestea

Goomba
Level: 8

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Since: 03-15-04

Since last post: 85 days
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Posted on 04-04-04 07:52 PM, in f-zero track hack Link
Hmm... according to this, the Mute City data is for Mute City III. But as I said before, the Mute City data is used in all three, with the exception of some data that replaces some areas.

The data that replaces some areas in MCI and MCIII are located around $66B96.
Nestea

Goomba
Level: 8

Posts: 9/20
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Since: 03-15-04

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Posted on 04-09-04 04:36 AM, in f-zero track hack Link
Found White Land!

$3C600 - $3C7FF
Nestea

Goomba
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Since: 03-15-04

Since last post: 85 days
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Posted on 05-04-04 05:44 AM, in Super Mario Kart Text Pointers Link
Thank you for linking to my document.

I gave the info to Bouche two years ago when he made TrackDES... he said he'd put it in, but he never put it in.
Nestea

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Since: 03-15-04

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Posted on 06-06-04 12:53 AM, in f-zero track hack Link
Wow... I can't believe how much F-Zero is being hacked these days. I must say that I'm impressed with the status.

First, I did edit the palette using a palette editor. It's called SNESPal. It's got 255->32 conversion, easy searching, and easy editing.

Oh, and I've found an old document of mine that I forgot to put up!

16200+ - Start Positions
17000-17D00 - A.I.?

I haven't tested them recently, so I don't know if the above is correct. The bottom, however, is correct:

16329 - Knight 1 (Mute City I)
1632A - Knight 2 (Big Blue)
1632B - Knight 3 (Sand Ocean)
1632C - Knight 4 (Death Wind I)
1632D - Knight 5 (Silence)
1632E - Queen 1 (Mute City II)
1632F - Queen 2 (Port Town I)
16330 - Queen 3 (Red Canyon I)
16331 - Queen 4 (White Land I)
16332 - Queen 5 (White Land II)
16333 - King 1 (Mute City III)
16334 - King 2 (Death Wind II)
16335 - King 3 (Port Town II)
16336 - King 4 (Red Canyon II)
16337 - King 5 (Fire Field)
16338 - Practice 1 (Mute City I)
16339 - Practice 2 (Big Blue)
1633A - Practice 3 (Sand Ocean)
1633B - Practice 4 (Death Wind I)
1633C - Practice 5 (Silence)
1633D - Practice 6 (White Land I)
1633E - Practice 7 (Port Town II) (Title)
1633F - Practice 8 (White Land II)
16340 - Practice 9 (Fire Field)

C3 - Port Town I
C4 - Death Wind I
C5 - Red Canyon I
C6 - Fire Field
C7 - Mute City I
C8 - White Land I
D7 - Mute City II
E0 - Big Blue
E1 - Silence
E2 - Sand Ocean
E3 - Port Town II
E4 - Death Wind I
E5 - Red Canyon II
E6 - Fire Field
E7 - Mute City III
E8 - White Land II
Nestea

Goomba
Level: 8

Posts: 12/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 06-06-04 01:28 AM, in f-zero track hack Link
Okay, I've found stuff for F-Zero II.

1602C - Ace 1 (Mute City IV)
1602D - Ace 2 (Big Blue II)
1602E - Ace 3 (Sand Storm I)
1602F - Ace 4 (Silence II)
16030 - Ace 5 (Sand Storm II)
16031 - 1603A - Queen & King Data (Unused)
1603B - Practice 1 (Mute City IV)
1603C - Practice 2 (Big Blue II)
1603D - Practice 3 (Sand Storm I)
1603E - Practice 4 (Silence II)
1603F - Practice 5 (Sand Storm II)
16040-16041 - Practice 6 & 7 Data (Unused)

C3 - Sand Storm II (with Port Town I music and map)
C4 - Death Wind I (with Mute City IV track)
C5 - Red Canyon I (with Mute City IV track)
C6 - Sand Storm I
C7 - Mute City IV
C8 - White Land I (with Mute City IV track)
D7 - Mute City II (with Mute City IV track)
E0 - Big Blue II
E1 - Silence II
E2 - Sand Storm II (with Sand Ocean music and a blank map)
E3 - Sand Storm II
E4 - Death Wind II (with Mute City IV track)
E5 - Red Canyon II (with Mute City IV track)
E6 - Sand Storm I
E7 - Mute City IV (with Mute City map)
E8 - White Land II (with Mute City IV track)

Replacing Ace I with C4, C5, C8, D7, E4, E5, and E8 is amazing. Try it. Now.


(edited by Nestea on 06-05-04 04:33 PM)
Nestea

Goomba
Level: 8

Posts: 13/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 06-06-04 08:25 PM, in f-zero track hack Link
The badge-like thing is a booster and the glowing dot explodes... I thought you knew that!

The FZII ROM is also rather glitchy on me, except that it's not that much glitchy. The only problems I've encountered with my FZII ROM (BS F-Zero 2 (J)) is that there is no title screen and the default time is 6'56"56... although they MIGHT have put in that on purpose.
Nestea

Goomba
Level: 8

Posts: 14/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 06-07-04 01:15 PM, in f-zero track hack Link
They can be played in practice mode. Here are some codes:

7E005307 - Practice Level Selection Always White Land II
7E005308 - Practice Level Selection Always Fire Field

EDIT: MAJOR BREAKTHROUGH!

16206 - Big Blue Starting Position X
16207 - Big Blue Starting Position Y
16211 - Sand Ocean Starting Position X
16212 - Sand Ocean Starting Position Y
1621A - Silence Starting Position X
1621B - Silence Starting Position Y

In this information, the XY is for the actual code. If you're thinking about the ingame map, then it should be YX. Also, this effects the A.I. routes.


(edited by Nestea on 06-07-04 04:55 AM)
(edited by Nestea on 06-08-04 02:12 AM)
Nestea

Goomba
Level: 8

Posts: 15/20
EXP: 2185
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Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 06-07-04 11:16 PM, in f-zero track hack Link
Originally posted by Heian-794
Nestea, I suppose these starting positions are what determines the beginning and end of a lap, and not the checkered flag graphic? I'd assume so.


Exactly. It doesn't affect any graphic. It does determine the beginning and end of a lap. And what I meant with the A.I. routes was that if you change the start position. The route is moved along with it (so there might be rival cars going through walls).

EDIT: The 73 should be 7E. It is a typo.

EDIT 2: I, once again, found something interesting!

1A06F - Mute City I Music

00 - Mute City
01 - Big Blue
02 - Sand Ocean
03 - Silence
04 - Port Town
05 - Red Canyon
06 - White Land I
07 - White Land II
08 - Fire Field
09 - Death Wind


(edited by Nestea on 06-07-04 02:16 PM)
(edited by Nestea on 06-08-04 02:12 AM)
(edited by Nestea on 06-08-04 02:59 AM)
Nestea

Goomba
Level: 8

Posts: 16/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 06-09-04 06:12 PM, in f-zero track hack Link
More interesting information I corrupted!

I've figured out that each course has "checkpoints". I've figured out the data... sorta.

Somewhere around $176A3 affects the first turn in Mute City I.


(edited by Nestea on 06-09-04 09:12 AM)
Nestea

Goomba
Level: 8

Posts: 17/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 06-09-04 06:54 PM, in f-zero track hack Link
I know that. I've done the same exact thing with Mute City (see one of my hacks). I'm just saying that there could be points where the A.I. go to in the course. I remember one time when I corrupted things, the rival car started doing strange twists and turns inside, but then move back to the course and proceed the course normally.
Nestea

Goomba
Level: 8

Posts: 18/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 06-10-04 07:45 PM, in f-zero track hack Link
And out of random corrupting, I find...

4719C - Position of Fog in Silence
570E2 - Outerior of Blue Falcon's mini-map icon.
570E3 - Outerior of Blue Falcon's mini-map icon.
570E6 - Interior of Blue Falcon's mini-map icon.
570E7 - Interior of Blue Falcon's mini-map icon.

It actually flashes two colors!


(edited by Nestea on 06-10-04 10:58 AM)
Nestea

Goomba
Level: 8

Posts: 19/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 07-21-04 12:54 AM, in [COMPLETE HACK RELEASE]Pokemon Crypthonic Link
Dude, you're 10 and you have ADHD. STFU already!
Nestea

Goomba
Level: 8

Posts: 20/20
EXP: 2185
For next: 2

Since: 03-15-04

Since last post: 85 days
Last activity: 53 days
Posted on 08-09-05 02:20 AM, in F-zero Maximum Velocity & GP legend Link
Originally posted by Heian-794
Great work, though; where are all the other F-Zero fans?


Obviously misinformed.
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