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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by midget35
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midget35

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Posted on 07-27-05 05:33 PM, in Luigi vs Mario (formerly SMB3DX) Link
I loved Mario Adventure. Best hack I've ever played. DD's always been pretty modest about his hacks, so if he's bigging this one up, we're in for something really, really special.

DD = Legend!
midget35

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Posted on 07-28-05 04:42 PM, in mario land 2 level data Link
Hi all.

I'm getting into hacking sml2, and seem to have made good progress so far. Level data doesn't seem to be compressed and is managable within a hex editor. cool.

Anyway- has anyone done much hacking of sml2? I would be very grateful if anyone could point me to any info or docs thay have on the game.

I am specifically looking for the hex $addresses that dictate level dimensions and sprite & enemy locations for the first level of the game.

Thanks as always for any help, and please let me know if you'd like to get involved in a sml2 hack.
midget35

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Posted on 07-28-05 07:52 PM, in I need some help. Link
Nestopia & Virtuanes are clearly the best for accuracy & compatibility, as far as I can tell. Nestopia is technically still in development too.
midget35

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Posted on 07-29-05 05:18 AM, in mario land 2 level data Link
Thanks for replying stag! I was beginning to wonder if anyone would!

Needless to say- within about 15 secs of instigating this post, I realised there WAS compression involved. Nonetheless it's very basic, and level layout-wise I understand it.

As far as I can see- so long as the scrolling, map data, enemy & item data remains unchanged, I can already realise a significant amount of (arduously implemented!) level design changes!

I must re-iterate my priorities- finding the scrolling/level length data seems to have eluded everyone so far. They don't seem to appear at the start of the level layout data as one might expect.

I urge anyone with any interest to help me investigate this further and get involved. SML2 has a fantastic engine that is underappreciated because ithe game's too easy to complete. There's real potential here. Please don't hold back with any seemingly insignificant info you might have.

Thanks again Stag.
midget35

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Posted on 07-29-05 08:58 PM, in mario land 2 level data Link
Ok Stag. Let's see...

I haven't bothered writing down the starting addresses for any of the levels passed l1 yet, as I still have so much to understand about the layout / design principles. I'm taking it one step at a time, and focusing purely on the 1st level as it is easiest to get to and check as I make changes.

l1 object data starts at $24500. This data then goes from the top left hand 'block' across to the top right block. The following numbers are repeated dictating the 'blocks' to be used for that upper row:

E0 FF E0 FF E0 FF E0 FF etc ...

E0 is, basically 'thin air': a white square with no collision values or other properties to speak of.

FF then dictates that the preceding block is to be repeated 255 times (+ 1 for the original E0, if you get me!).

So a lot of thin air. There is a prefixed level length value that I cannot track down at this time. Nonetheless- once the blocks reach the end of the row, they automatically return to the far left and drawing of the next row begins.

This 'signal' to end one row and start the next does NOT appear within the block layout. ie. there is no explicit value saying the end has been reached. Within this code for example ...

E0 FF E0 FF E0 FF E0 FF E0 FF E0 FF E0 FF E0 FF

several rows are created, with no 'on the fly' cut-of-point indicating the next row is to be started.

Ok.

values 00 -7F are individual blocks. For example 01 draws a single '?' coin block.

values 80 -FF dictate there is to be a row of a particular block, and must be followed by a value stating how long the row is (+ 1). A7 33, for example, draws 52 blocks of grass.

Editing is arduous for this reason: the number of blocks in a row has to be spot on. If I changed A7 33 to A7 32, for example, all the rows below it would be offset by one!

This is why I'm so frustrated that I can't locate the level dimension data.

Something for you to play with:

$x24C9A is the starting address for the row directly underfoot for level 1. It starts:
A7 33 29 2B 28
This draws a long row of grass (A7 33) and the bottom of a small mound (29 2B 28) directly after.

Change the final 3 values to anything you like between 00 - 7F to see the diversity of blocks available. Changing the first value to 80 - FF changes the style and attributes of blocks underfoot for that row. Changing the 2nd (row value) will offset all rows thereafter. Go down a pipe to see how this takes effect.

I'm not interested in documenting all the block types & their values until I know more about the essentials of sml2 level creation. I'm into level & graphics hacking, but such info would be fairly useless until I can dictate the level scrolling & dimensions, item & enemy placement.

I've made a lot more progress than I've listed here, but this is the most important I feel.

Good luck stag, let's see if we can crack this thing!
midget35

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Posted on 07-30-05 06:31 AM, in mario land 2 level data Link
I can't find the item & level data. I'll keep looking but it has been very well hidden. I'm completely lost.
midget35

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Posted on 07-30-05 04:59 PM, in mario land 2 level data Link
Change the value at 24C2F to 00 - 7F. This is easily accessible.

I didn't realise you were only operating with the example values I gave you.

rows start something like this:

etc.
24906
249C3
24A6A
24AF9 (etc)
24B9C (row3)
24C2F (row 2)
24C9A (ground level)

The blocks you noted as 'emptiness' may have more significance- many seemingly blank blocks are solid, act as conveyer belts, water, gue properties etc. Keep an eye out for those!

*Oh, and It would be great if you helped out.*

Is this directed at me? I've spent the last day and a half looking for sprite data per your request.
midget35

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Posted on 08-02-05 05:54 AM, in mario land 2 level data Link
Very impressive! Is this a mock-up or an actual screenshot?

I'm, working pretty solidly on this too right now. I'd be very appreciative of any and all information you could forward to me- as well as any docs you've come across.

I'm going through the rom byte by byte at the moment looking for enemy location data. I shall of course post my findings here.

Bis jetzt finde ich es sehr Schon!
midget35

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Posted on 08-04-05 05:19 PM, in mario land 2 level data Link
Don't know what to tell you. I'm using corrupters, cheat searches... everything I can think of to find enemy data.

I'm going through the hex at an almost value-by-value level at the moment.

Will keep looking.
midget35

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Posted on 08-05-05 04:18 AM, in mario land 2 level data Link
Hi Stag, Hi Coolman.

That front-end looks sweet! I'm very impressed!

I've been bed-bound w/ Tonsillitis the last few days, so progress has come to a hault. I don't seem to be getting better in a hurry so I thought I'd post the very small info I have on enemy data in the meantime ...


By changing the values of some hex, some enemies are added/removed. Examples (all l1):

$8C3A (Removed- Goomba, after star)

$8C7E (Added- Koopa, just after star)

$8C83 (Removed- Flying Goomba)

$8C84 (I forget, possibly Koopa removed just after star)

just change the value slightly and the change should take effect (normally just by +/- 1 or 2).

Strange thing is though- I don't think this is the enemy location data .

There seems to be no rhyme or reason in any of the values at the addresses I listed above, or any significance in changing the values immediately around them.

More-over- removing an enemy in l1 sometimes removes an enemy from a later level. Strange. Maybe this has more to do with the easy/normal/hard mode than true enemy data.

I'm sorry that all I seem to do is pose more questions than answers, but maybe someone could double check those addresses in case I missed something.

Cheers

ps.
"Super Mario Land 2 somehow contains the entire credits from Metroid II"
"so it's possible they share formats for other things"

Anyone know anything about this? I nearly laughed it off but there might be something in it. If M2 is, in turn, anything like the original Metroid, though, then there are virtually NO comparisons. Still- nice thinking 'outside the box'.
midget35

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Posted on 08-05-05 10:50 PM, in mario land 2 level data Link
Awesome work Crimson.

I haven't seen anything this complicated before. It looks almost like an encryption routine rather than compression.

Again- brilliant.

Off-topic: I noticed your Mario Kart hack on your homepage. You say you can't get the AI to co-operate. Any progress since then?
midget35

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Posted on 08-08-05 08:10 PM, in to our japanese regulars (breath of fire 2 retranslation) Link
Don't forget to drop the guys at whirlpool an email, they'll post about your plight too.

Viel Gluck!
midget35

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Posted on 08-13-05 07:06 PM, in Problem with metedit Link
SnoBro's docs cover all 3 of your queries.

Google it, if you have no luck come back
midget35

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Posted on 09-06-05 10:12 PM, in BS Zelda 3 Link
This sounds like a major breakthrough. You never did give up on this project cent & now it sounds like you're starting to get rewarded.

Sounds like simulation will over-ride emulation grom here in, however, unless maps have been kept.

Well done!
midget35

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Posted on 09-07-05 09:54 PM, in BS Zelda 3 Link
I had a play through this today and wanted to express how impressed I am. The translation work is really beautiful.

If the rom is corrupted, I haven't seen any hard evidence to prove that. I really hope that the dungeon data can somehow be uncovered.

This game is the reason I got into emulation & hacking in the 1st place; gems like this are up there w/ ff3 fan translation, & earthbound & starfox 2 protos.

I really am amazed that there isn't more support for this game. It's quite, quite different from the original zelda 3.

Again- GRATE stuff!!
midget35

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Posted on 09-13-05 06:57 PM, in The usefulness of .bat files in backing up your ROMs Link
This may make no sense at all-

but! --- is it possible to create a bat file which takes a rom from one directory and loads it into an emu in another directory?

I only ask because I've always wanted to create an HTML frontend which starts games w/ just one click (w/ hyperlinks to bat files inside tables).

Thx
midget35

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Posted on 09-14-05 01:17 AM, in The usefulness of .bat files in backing up your ROMs Link
Thanks for replying!

I'm surprised you think there'd be a browser issue. It would effectively only have to drag 'n drop the zipped rom to the emu. Once one exits the emu, the user returns to the browser, no?

Either way I'd be very grateful if someone could suggest a script that might accomplish this, or show me in the right direction.

Thanks again.
midget35

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Posted on 09-16-05 09:04 PM, in Luigi vs Mario (formerly SMB3DX) Link
I'll volounteer to playtest.

My only complete hack is Metroid Captive, but it tought me the importance of confidentiality and commitment. And most importantly- seeing things through to the end.

I am a student, and my studies start early next week. I should nonetheless have plenty of time to help you out DD.

Regards.




(edited by midget35 on 09-16-05 09:08 PM)
midget35

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Posted on 09-22-05 07:37 PM, in Question about Megaman 3 hacking (nes) Link
Sorry can't help- but I notice you're using the emulator: 'rew'.

I think the latest version of BGB is probably better suited to your hacking needs.

Good luck & welcome to rom hacking.
midget35

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Posted on 09-28-05 11:39 PM, in The sad state of the rom hacking community Link
Well, the 'cultural' problem needs to be addressed, that's for sure. The field of rom-hacking seems to to attract the attention of users rather than programmers & people w/ a design background. I agree.

But we, the community, have to accept some degree of responsibility for the long stretches of low-quality output, and ignorant 'noob' posting.

The tired, bitchy responses to irritating posts say volumes about this community's attitude. They are as counter-productive as the 'is there a DKC editor' posts in the first place.

This isn't a call to arms, or a blame game initiative, but we seem obliged to throw all our toys out the pram every time someone fails to read an faq. Let the mods deal w/ it, and let US concentrate on hacking, and understanding WHY this lethargy exists in our culture.
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